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CONTENTS

INTRODUCTION ........................................................................................3 SCOURING OF THE SHIRE CAMPAIGN...................................40

HISTORY OF THE SHIRE........................................................................4 ARMIES...........................................................................................................44


The Shire....................................................................................................46
SCENARIOS.....................................................................................................6 Sharkey’s Rogues ....................................................................................52
Skirmish in Bree........................................................................................8
The Ruffians Arrive ...............................................................................10 LEGENDARY LEGIONS.........................................................................56
Maggot’s Farm .........................................................................................12 Defenders of the Shire ..........................................................................58
The Old Mill.............................................................................................14 The Chief’s Ruffians..............................................................................62
The Mayor’s Arrest ................................................................................16
The Death of Lotho................................................................................18 TRAPS ..............................................................................................................64
The Burning of Woody End ................................................................20
Uprooting of Bagshot Row..................................................................22 HOW TO BUILD A HOBBIT-HOLE ...............................................66
Arrest of Folco Boffin ............................................................................24
The Old Storehouse ...............................................................................26 APPENDIX ....................................................................................................72
The Bounders Strike Back ..................................................................28 Battle of Greenfields..............................................................................74
Brockenborings .......................................................................................30 The Wolves of Winter ............................................................................76
The Lockholes..........................................................................................32 The Road to Rivendell ..........................................................................78
Attack on Tuckborough ........................................................................34
Old Cotton’s Farm..................................................................................36
The Battle of Bywater ...........................................................................38

Produced by the Middle-earth team in the Specialist Product Studio


Thanks to ‘The Ringwraiths’ for their playtesting endeavours, special thanks to Frank Barron, Wendy Ryan,
and Chaz Fitzhugh from Warner Bros, and Fredrica Drotos, Sam Benson and Joseph Mandragona at Middle-earth Enterprises.
© Warner Bros. Entertainment Inc. All rights reserved. THE HOBBIT: AN UNEXPECTED JOURNEY, THE HOBBIT: THE DESOLATION OF SMAUG and
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INTRODUCTION

INTRODUCTION

W
elcome to Scouring of the Shire, the second supplement for this edition of the Middle-earth Strategy Battle game. This 80-page
sourcebook covers the events that happened in the Shire following it falling under the control of Saruman, to the return of
Frodo, Sam, Merry & Pippin and the subsequent Battle of Bywater. There is also an appendix at the back of this sourcebook coving
some more of the important events that happened in the Shire and to its people.

Within Scouring of the Shire, you will find the following:

NARRATIVE PLAY SCENARIOS THE HISTORY OF THE SHIRE


There are a total of 16 Narrative Play Scenarios in this A background section detailing the history of the Shire, from
sourcebook, representing all aspects of the Scouring of the its founding all the way up to when the Travellers return to
Shire. Ranging from the Ruffians’ first arrival in the Shire, to their home. There is also a timeline showing all of the key
the arresting of the Hobbits who spoke out against Sharkey, all events and dates.
the way up to the Battle of Bywater – the greatest battle in the
history of the Shire. LEGENDARY LEGIONS
This sourcebook contains two new Legendary Legions for your
LINKED CAMPAIGN Matched Play games, focussing on the collective forces that
There is a campaign system that links each of the Narrative fought to defend the Shire, and the masses of Ruffians that
Play Scenarios together consecutively, where the result of each sought to destroy it.
battle will have an impact on one, or more, future games in the
campaign. The result of the campaign will, of course, have a huge HOW TO MAKE HOBBIT-HOLES
impact on the fate of the Shire! No games in the Shire would be complete without some Hobbit-
holes of your very own, and so we have provided a step-by-step
ARMY LISTS guide on how to make them yourself.
Scouring of the Shire contains an in-depth look at the two forces that
fought over the Shire, featuring background, tactics and army APPENDIX
lists for both the Shire and Sharkey’s Rogues. Both of these also Here we present three more Narrative Play Scenarios that focus
contain a selection of brand new profiles representing more of the on some of the events that happened in the Shire’s history: from
heroes and villains that fought to save the Shire or to turn it into a the Battle of Greenfields, the Fell Winter, and even Bilbo Baggins’
place of fear and industry. journey to Rivendell.
HISTORY OF THE SHIRE

HISTORY OF THE SHIRE


CONCERNING HOBBITS Though Fornost now lay in ruins, and no king dwelt there, the
Hobbits are a quiet and peaceful race, quite content to ignore, lineage of kings endured through the line of the Dúnedain.
and be ignored, by the world of the big folk while going about A year following the Battle of Fornost, the newly-formed
their ways in whatever manner suits them best. In fact, there are Dúnedain began their secret vigil over the Shire, protecting its
many in Middle-earth who do not even know of their existence, borders without the knowledge of its inhabitants.
and to those that do know of them, Hobbits seem of little or
no relevance at all, and are not counted as great warriors or BATTLEOF GREENFIELDS
amongst the very wise. Were it not for the spectacularly bold Even the Shire could not escape the cruel grasp of war forever,
and heroic acts that a few of them played in the War of the and in the year 2747 of the Third Age (1147 on the Shire
Ring, Hobbits would perhaps exist only as a footnote in the calendar), the Shire was invaded by a raiding pack of Orcs
histories of Men. from the nearby mountains. Its borders were tainted by war for
the first time in its history, as the Orcs led by their chieftain,
On the whole, Hobbits live a peaceful life and spend their days an Orc known as Golfimbul, were met upon the Greenfields
enjoying the simple things, such as good food, the brewing of by the amassed Hobbits that had come to defend their home.
ales, and the smoking of pipe-weed; however, where a Hobbit’s At the head of the halfling forces was Bandobras Took, a
heart truly lies is in peace and quiet, and good-tilled earth, for Hobbit so tall that legends say he could even ride a horse. It
all Hobbits share a love of things that grow. was Bandobras who won the battle, slaying the Orc chieftain
himself and earning the moniker of ‘the Bullroarer’. It was
FOUNDING OF THE SHIRE said that he hit the Orc’s head so hard with his club that he
It is widely accepted that there were three differing types knocked it clean off and it went down a nearby rabbit-hole,
of Hobbits: Harfoots, Fallohides and Stoors, from which all thus ending the battle and inventing the game of golf at the
Hobbits are descended from. Quite where the first Hobbits same time! Whether or not this is entirely accurate remains
originated from remains a mystery, though the Harfoots were lost to time, and Hobbits do enjoy a good tale or two and know
first recorded as being sighted in the year 1050 of the Third that every good story deserves embellishment.
Age as they began to settle in the village of Bree, whilst the
first sightings of the Stoors and Fallohides were some 100 AN UNLIKELY ALLY
years later. Yet, it wasn’t until the year 1601 of the Third Age The Battle of Greenfields was not the last time that the Shire
when the Shire was founded. Two brothers led a large group would know hardship, and it would have to face many dangers
of Hobbits from Bree and settled in a fertile and pleasant and threats over the years. The year 1158, by Shire reckoning,
land to the west, and it is here that Hobbits have dwelt ever was the year of the Long Winter, which is widely regarded
since. The Shire calendar was started in this year for how as the worst in the history of Middle-earth. During this time
things are reckoned there, and still runs parallel to that of the harvests were the poorest on record, and Orc raids were
Men to this day. commonplace; many Hobbits were condemned to starvation
and death. Not even the ever-watchful Dúnedain could prevent
AID TO FORNOST the hardship the Shire faced, however, it was in these years that
Whilst the Shire remained a land of peace, that did not stop the halflings gained themselves an unlikely ally.
the other lands of Middle-earth from waging war upon each
other. In the year 375, by Shire reckoning, the realm of Arnor In the months of the Long Winter, the Wizard Gandalf the
was embroiled in a war against Angmar; her cities becoming Grey first came to the Shire’s aid, helping the Hobbits in
ruined from constant battle and turmoil. The Hobbits had their fight against the Orc raids, and developed a fascination
ever been allies of Arnor, and so many Hobbits of the Shire with the tranquil land and its folk that would stay with him
marched to Fornost to do battle with the forces of the Witch- for the rest of his time in Middle-earth. Though this was
king. Whilst there is no documented evidence of them ever Gandalf’s first visit to the lands of the Shire, it most certainly
reaching Fornost itself, it is likely that they encountered the was not his last.
forces of Angmar at some point and aided their allies in the
battles that ensued.
Many years later, the Shire once more knew great hardship. The
Fell Winter of 1311, by Shire reckoning, saw the Brandywine TALE OF YEARS
and other rivers in Eriador freeze over, allowing for the
White Wargs of Forochel to venture south in search of food. SHIRE-YEAR
Once more, Gandalf the Grey intervened to safeguard the 1 Foundation of the Shire.
Hobbits, saving the Shire from an unpleasant fate at the jaws of 36 The Great Plague sweeps across Middle-earth,
the White Wargs. devastating the Shire.
375 The Battle of Fornost: Many Hobbits take up
Gandalf continued to visit the Shire on regular occasions, arms against the forces of the Witch-king.
becoming well known for the fireworks he would set off on 376 The Dúnedain begin their vigil over the Shire.
midsummer night’s eve and at many other parties. Gandalf’s 1147 Battle of Greenfields: Bandobras Took,
fondness for the Hobbits grew, and he began to realise their ‘the Bullroarer’, defeats the Orc raid in the
enormous potential. When he put together the company of Northfarthing and slays the Orc chieftain
Thorin Oakenshield, he selected a Hobbit, Bilbo Baggins, as the Golfimbul himself.
thirteenth member; a decision that proved unpopular with the 1158 The Long Winter: Orc raids, harsh weather
Dwarves at first, but ultimately one that led to the their success and a feeble harvest condemn many in
and the reclamation of Erebor from the Dragon Smaug. This the Shire to starvation and death. At this
also led to Bilbo discovering the One Ring, though this was not time, Gandalf the Grey first comes to the
realised for many years. Shire’s aid.
1311 The Fell Winter: Many rivers are frozen solid,
In the years following the Quest to Erebor, Saruman the White and the White Wargs are driven to attack the
began to take notice in Gandalf’s interest in the Shire. As his Shire by extreme hunger. Gandalf the Grey
intents became less than savory, and his thoughts turned to power once more comes to the Hobbits’ aid.
and domination, Saruman began stationing spies in Bree and the 1312 The thawing of the Fell Winter causes the
Southfarthing in the hope of discovering what drew the Wizard to Lhûn and Branduin rivers to burst their banks,
that quaint land. flooding many parts of the Shire.
1341 The Quest to Erebor: Bilbo Baggins joins the
Some years later, Frodo Baggins, nephew to Bilbo, set out on his company of Thorin Oakenshield, encounters
own journey under the watchful eye of Gandalf; this time to take the creature Gollum in the Goblin tunnels and
the One Ring to Rivendell following the Wizard’s discovery of the discovers the One Ring.
mysterious ring’s identity. This ultimately led to the unmaking of 1353 The final meeting of the White Council.
the One Ring, and Sauron being overthrown. Saruman claims Isengard as his own and begins
to fortify it. His spies begin to appear in Bree
THE SCOURING OF THE SHIRE and the Southfarthing after noting Gandalf’s
Following his fall from power at the hands of the Ents, and interest in the Shire.
the Hobbits Merry and Pippin who convinced them to go to 1418 Frodo and his companions set out from the
war, Saruman was forced to flee Isengard and head north. Shire to Rivendell. The Fellowship of the
Accompanied by his servant, Gríma Wormtongue, Saruman Ring is formed and sets out to destroy the
made his way to Bree and began plotting his revenge upon One Ring.
the halflings that had been his undoing. Under the guise of 1419 The War of The Ring: Frodo destroys the
Sharkey, Saruman slowly began to take control of the Shire One Ring, overthrowing Sauron and ending
unnoticed; buying up areas of land and buildings when he the war. Saruman is defeated in Isengard,
could. Soon, he sought an alliance with Lotho Sackville- but flees north and takes over the Shire. The
Baggins, a Hobbit who cared more for money and reputation Scouring of the Shire begins, enslaving many
than anything else. Through Lotho, Sharkey began to enforce Hobbits before the Travellers return and
his regime across the Shire, and soon laws and taxes became defeat Saruman.
commonplace and bands of Ruffians began to walk the paths to 1420 The Year of Great Plenty: The greatest harvest
enforce Sharkey’s will. in the Shire’s recent history. Samwise Gamgee
marries Rosie Cotton. Frodo resigns the office of
As the months rolled on, the Shire ceased to be a place of mayor, which passes to Sam.
peace and tranquility and instead became a place of industry. 1421 Frodo travels to the Grey Havens, and there
The Hobbits that lived there became overworked and takes the last ship into the West alongside
underfed; their produce taken from them to be stored by the Gandalf and Bilbo.
Ruffians. Fear ran rife through the villages and towns, and
those that spoke out were locked up. Times seemed dark,
and hope was all but lost. That was until the return of the
Travellers, which would see them take the fight to Sharkey
and his rogues.
SCENARIOS
Skirmish in Bree

SKIRMISH IN BREE

S
ince the day Frodo and his companions left Bree to Having been publicly embarrassed by the Travellers when they were
head for Rivendell, the village has had more than its last in Bree, and by Samwise Gamgee in particular, Bill Ferny
fair share of strange folk wandering about, asking questions immediately joined with Saruman when he was approached by him,
about the Shire and those that live there. Increasing and was more than happy to follow the Wizard’s orders and beat
numbers of rough-looking men have frequented the inns, information and compliance out of the folk, both big and little, that
many of whom looked as though they could cause trouble at resided in Bree.
a moment’s notice.
Following his defeat at Isengard, Saruman, now going under the
In truth, these men were spies of Saruman; the Wizard had long since name of Sharkey, began to mobilise those he could get to follow
noted Gandalf’s interest in the Shire and with news that the Ring of him in order to seize control of the Shire. The Ruffians in Bree,
Power had been found had decided to learn all he could about Hobbits. and Bill Ferny in particular, saw this as an excellent opportunity
Some of these men were simply spies, asking subtle questions, making to cause havoc, and as they left Bree to begin their bullying and
observations and bringing their findings to Saruman; but as time went on, takeover of the Shire, they started a small skirmish outside the Inn
more ruthless men began to ask far more prying questions, and on occasion of the Prancing Pony, which would claim the lives of both villagers
would prise what they could out of those they questioned. and Hobbits alike.
OBJECTIVES
The game lasts until the end of a turn in which one side has
completed their objective. The Evil player wins if they can reduce
the Good force to 25% or less of their starting numbers. The Good
player wins if Bill Ferny is slain.
If both players complete their objective in the same turn,
the game is a draw.

SPECIAL RULES
Bree Villagers – The villagers of Bree are not warriors and are not
used to warfare; though if the need arises they will fight.

The Bree Villagers use the following profile:

Mv F S D A W C
6" 1/5+ 3 3 1 1 2

Bree Villagers count as being armed with a dagger; however, they


may not use Special Strikes.

Bill Ferny’s Revenge – Bill was embarrassed by the Travellers last


LAYOUT time he was in Bree and is intent upon taking his frustrations out upon
The board represents the village of Bree. It should have plenty those that live in the village.
of houses, with a long central road running from east to west.
The board should have plenty of different pathways for the Bill Ferny must cause at least two casualties before the Evil player
models to move between, and could be dotted with the odd can win. If the Good player is reduced to 25%, and Bill Ferny has
cart, crate or other such items. The largest building should be not caused at least two casualties then the game is a draw.
placed as shown on the map and will represent the Prancing
Pony. Its entrance should be as close to the centre of the
board as possible. PARTICIPANTS
Good: 8 Bree Villagers; 4 Hobbit Militia.
STARTING POSITIONS
The Good player deploys their force within 3" of the entrance Evil: Bill Ferny; 4 Ruffians; 2 Ruffians with whip;
to the Prancing Pony. The Evil player then deploys their force 3 Ruffians with bow.
touching the eastern board edge as close to the centre as possible.
The Ruffians Arrive

THE RUFFIANS ARRIVE

F
ollowing their dealings in the village of Bree, which Word had reached Holfoot Bracegirdle of a band of rough-looking men
left its people too scared to speak out, the Ruffians heading towards Hobbiton, and so he rounded up all twelve of the Shire’s
made haste to the boundaries of the Shire; rounding up Shirriffs to investigate the claims. As Lotho and the Ruffians neared
any like-minded folk they could to help them seize control the Brandywine Bridge, the Shirriffs confronted them, and as Holfoot
and implement Sharkey’s rules. As their numbers grew, demanded to know what their business was, he was answered by shouts
so too did their confidence – how could such small and and howls as the Ruffians raced towards him and his Shirriffs.
insignificant folk stand against them!

As they reached the Shire, the Ruffians were greeted by a single Hobbit, one
who had made dealings with Sharkey himself. Lotho Sackville-Baggins
had agreed with the Wizard to let his Ruffians into the Shire in return for
wealth and standing. Yet as Lotho guided his new allies along the east
road, it became obvious that their passing would not go as unnoticed as
he had planned.
OBJECTIVES
The game lasts for 12 turns. The Evil player wins if they can
capture both Holfoot and Robin and move them off the board via
the western board edge. The Good player wins if they can prevent
this from happening.

SPECIAL RULES
Shirriff Leaders – The Ruffians know that in order to make the
Hobbits fall in line, they must capture the head Shirriffs and make them
obey Sharkey’s rule.

The Ruffians must capture Holfoot and Robin to win the game.
To do this, they will need to bind them in chains using their
At ’em Lads special rule. Whilst bound, a Hobbit is treated as
a Heavy Object. If either Holfoot or Robin are slain then the
game is a draw.

The Brandywine – Hobbits are naturally distrustful of large bodies of


water, and the swift currents of the Brandywine are no different.

Hobbit models cannot attempt to swim across the


LAYOUT Brandywine River.
The board represents the Brandywine Bridge and the area
that surrounds it. The Brandywine River runs along the centre
of the board from north to south, and should be 6" wide. The
Brandywine Bridge crosses the river at the centre of the board, PARTICIPANTS
and should be wide enough to fit three to four Man-sized models Good: Holfoot Bracegirdle, Shirriff-leader;
standing side-by-side. The rest of the board can be dotted with the Robin Smallburrow, Hobbit Shirriff; 8 Hobbit Shirriffs;
odd tree, bush or other similar scrubland terrain. 4 Hobbit Militia.

STARTING POSITIONS Evil: Bill Ferny; Lotho Sackville-Baggins; 6 Ruffians;


The Good player deploys Holfoot and Robin touching the bridge 2 Ruffians with whip; 4 Ruffians with bow.
on the western side of the Brandywine as shown on the map. They
then deploy their force on the western side of the Brandywine
Bridge. The Evil player then deploys their force on the eastern
side of the Brandywine Bridge.
Maggot's Farm

MAGGOT’S FARM

S
harkey’s puppet, Lotho, has assumed control over the On one particularly stormy night, a group of Ruffians have strayed into
Shire, and the Wizard is slowly amassing his forces of Maggot’s crop by accident, only realising their whereabouts far too late
Ruffians within its boundaries. However, at present, the to do anything about it. Maggot has his hounds wandering the fields in
Wizard does not have the numbers he needs to fully take search of troublemakers, and will gladly chase off the Ruffians should he
over, and more Ruffians must sneak in for his plan to work. discover them. He is a stern Hobbit, and knows when people are up to no
Most of his Men will travel along the Greenway or the good, and is not inclined to let them pass unpunished, whether they claim
Great East Road. to have business in Hobbiton or not.

It has been known for a group of Ruffians to attempt to reach Hobbiton


by traversing across Farmer Maggot’s fields, only to feel the wrath of the
farmer and his hounds. The Hobbits of the Shire know well enough to
not trespass in Maggot’s crop; many of them have felt the sting of his stick
upon their legs or a nip from Grip, Fang or Wolf when they have been
caught scrumping the odd mushroom or two. These experiences have since
been shared by numerous Ruffians, and few dare to traverse Maggot’s
fields, for they know full well what will befall them and that if they leave
him well enough alone, he will leave them much the same way.
LAYOUT SPECIAL RULES
The board represents Farmer Maggot’s fields and the wooded On the Prowl – Maggot’s dogs are in the fields to scare off any
area that lies behind it. The western half of the board is Maggot’s intruders, but as of yet are unaware of the presence of the Ruffians.
fields and should have a series of hedges within it. There should
also be a scarecrow on the board that is 12" on from the western At the start of the game, the dogs follow the rules for Sentries
board edge. The eastern half of the board should be dotted with as described in the main rules manual. However, as dogs have a
trees to represent the wooded area. much greater sense of smell, the alarm will be raised if during the
End phase of any turn there is a Ruffian within Line of Sight and
STARTING POSITIONS 6" rather than just 3".
The Good player deploys the dogs within 6" of the scarecrow;
Farmer Maggot is kept aside for later. The Ruffians do not deploy Farmer Maggot – It is night time, and Maggot is currently in the
on the board, but will move onto the board via the eastern board warmth of his own home. However, should he hear his dogs barking, he
edge during the Evil player’s first Move phase. will quickly make his way to his fields.

OBJECTIVES Once the alarm has been raised, the Good player may roll a D6 at
The game lasts until one side has completed their objective. The the start of each of their Move phases. On a 5+, Farmer Maggot
Evil player wins if four or more Ruffians can move off the board has heard his dogs barking; he may move onto the board from any
via the western board edge. If three Ruffians move off the board point on the western board edge via the rules for Reinforcements.
in this way then the game is a draw. The Good player wins if they
can prevent the Evil player from achieving their objective. A Stormy Night – It is an unpleasant night, rain is lashing down
and thunder can be heard overhead. In such dismal conditions, and with
their courage already eroding, the sight of a snarling dog will strike fear
into the Ruffians.

Shooting attacks will only ever hit on the roll of a 6 in


this Scenario. Additionally, Grip, Fang and Wolf gain the
Terror special rule.

PARTICIPANTS
Good: Farmer Maggot with Grip, Fang and Wolf.

Evil: 2 Ruffians; 1 Ruffian with whip;


3 Ruffians with bow.
The Old Mill

THE OLD MILL

T
he Old Mill had stood on the north banks in Hobbiton It wasn’t long before their fears were realised; Ted Sandyman sold his
for many years, being a source of work and food for father’s mill to Lotho for a rather generous pile of gold, and soon rumours
generations. The Mill was owned by Sandyman the Miller, of plans for knocking down the Old Mill and constructing some other
and was run by his son, Ted Sandyman. The Sandyman building started to surface. Outraged by Ted’s plans to demolish a part of
family had never been the most popular family in Hobbiton; Hobbiton, and with it his father’s legacy, a group of angry workers locked
they had a reputation for gossip and talking ill behind the the doors to the mill, and now stand against Ted and the Ruffians as they
backs of their fellows, but none in the Shire ever wanted come to begin the work to knock down the mill.
anything truly bad to befall them.

However, the arrival of ‘the Chief’ and his Ruffians, and the passing of
old Sandyman changed all that. Ted Sandyman seemed to agree with
the goings-on of Lotho and the Ruffians, often having long drawn-out
conversations that would halt as soon as other Hobbits drew too near.
To those that looked on, it seemed that Ted was firmly on the side of
Master Lotho, and many Hobbits feared what plans the two of them
had for Hobbiton.
SPECIAL RULES
The Doors – The doors of the Old Mill are old yet sturdy, they will take
some force to break down.

The doors to the Old Mill can be attacked in the Fight phase
by a model in base contact that is not already involved in a
fight. The doors have a Defence of 7 and 2 Wounds, and always
count as trapped.

Ted Sandyman – Ted Sandyman has another set of keys for the Mill.
However, the Hobbits that stand before him have all taken umbrage with
the Miller’s son and are waiting to give him a piece of their mind!

If, during the End phase of any turn, Ted Sandyman is in base
contact with the doors to the Mill, and hasn’t been involved in
a fight that turn, he may unlock and open the doors to the Mill.
Additionally, Hobbit Militia may add 1 when rolling
To Wound Ted Sandyman in the Fight phase.

PARTICIPANTS
LAYOUT Good: 12 Hobbit Militia.
The board represents the lands directly outside the Old Mill. In
the centre of the western board edge are the doors into the mill. Evil: Ted Sandyman; 8 Ruffians; 4 Ruffians with whip.
The rest of the board should be littered with a small selection
of hedges, carts, crates and other such things you may find lying
around Hobbiton.

STARTING POSITIONS
The Good player deploys their force within 6" of the doors
of the Old Mill. The Evil player deploys their force within
6" of the eastern board edge.

OBJECTIVES
The game lasts until one side has completed their objective. The
Evil player wins if they can break down, or open, the doors to
the Old Mill. The Good player wins if they can reduce the Evil
player to 25% of their starting number before this can happen.
If both players achieve their objective in the same turn, the
game is a draw.
The Mayor's Arrest

THE MAYOR’S ARREST

E
ven though Lotho had taken up residence in Bag End, Eventually, this was all too much for old Will Whitfoot. Unable to stay
the Hobbit-hole he and his family had always wanted, his tongue any longer, Will marched up the path to Bag End to give the
and referred to himself as ‘the Boss’, there were few who so-called Boss a piece of his mind. He simply couldn’t stand idly by and
took him all that seriously in the early days. To most watch those he had been elected to protect suffer under the Boss’ rules any
Hobbits it was Will Whitfoot, old Flourdumpling himself, more. However, Whitfoot’s outburst upon the doorstep of Bag End had
that was in charge in Hobbiton; he had been elected mayor been exactly what Lotho Sackville-Baggins had been hoping for; he now
after all, and even with the Ruffians’ presence he still held had more than enough reason to arrest the mayor and assume control over
that post proudly. Lotho found the lack of respect given to Hobbiton for himself and the Chief.
him by the other Hobbits insulting, and so began setting
about to undermine the mayor.

Over the weeks and months since the Ruffians’ arrival, Lotho and his
Ruffians had begun to bully those Hobbits that spoke out against him
or the mysterious Chief; scaring and belittling them until many were too
afraid to speak their mind. Even in the midst of this unpleasantness, Will
Whitfoot went about his mayoral duties, reassuring those in Hobbiton
that everything would be fine and to keep their spirits up. Seeing that
Will’s popularity was only growing, Lotho began to implement more severe
strategies. Torment turned to beatings, and soon many Hobbits were too
afraid to go outside.
OBJECTIVES
The game lasts until Will Whitfoot has left the board.
The Good player wins if Will Whitfoot can escape the board via
the southern board edge. The Evil player wins if they can carry
Will Whitfoot off of any board edge.

SPECIAL RULES
Old Flourdumpling – The Ruffians have been instructed to capture
Will Whitfoot publicly so as to make the other Hobbits fall in line.

The Ruffians must capture Will Whitfoot to win the game.


To do this they will need to bind them in chains using their At
’em Lads or Put ’em in Chains special rules. Whilst bound, Will
Whitfoot is treated as a Heavy Object. If Will Whitfoot is slain
then the game is a draw.

Ambush! – Will Whitfoot has been taken completely by surprise by


the sudden appearance of the Ruffians, and it takes him a moment to
compose himself.

Will Whitfoot may not move during the first turn of the game.
LAYOUT
The board represents the pathway leading towards Bag End.
Across the centre of the board from north to south is a pathway PARTICIPANTS
with a few Hobbit-holes dotted on either side. Good: Will Whitfoot, Mayor of Hobbiton;
12 Hobbit Militia.
STARTING POSITIONS
The Good player deploys Will Whitfoot in the centre Evil: Sid Briarthorn, Ruffian Chief; 6 Ruffians;
of the board, then the rest of their force within 3" of Will. The 2 Ruffians with whip; 4 Ruffians with bow.
Evil player deploys Sid Briarthorn in the centre of the southern
board edge. They then split the rest of their force into three equal
parts and deploy each part anywhere within 3" of the centre of a
different board edge – either southern, eastern or western.
The Death of Lotho

THE DEATH OF LOTHO

T
hrough his deal with Sharkey, Lotho had gained a It wasn’t too long before the greedy Hobbit had outlived his usefulness
significant amount of wealth and standing within the regards Sharkey’s plans; the Ruffians were not fond of taking orders from
Shire. This newfound wealth had started to change him, Lotho and his pompous and arrogant attitude was beginning to grate on
and not for the better; he became cruel to and sneered at the Wizard – it was high time that he had him removed. One evening,
his fellow Hobbits, and lorded his fortune over them. when Lotho was with his like-minded Hobbits, Sharkey sent a band of
Ruffians to cause a nearby ruckus; and in the confusion he instructed
A Hobbit could be forgiven for believing that it was Lotho who called his slimy servant Gríma Wormtongue to make sure that he ‘saw to’ the
the shots in the Shire, that it was his plan to close the inns, knock down troublesome Lotho for good.
old buildings and build newer, grimmer ones in their place, or even
throw fellow Hobbits into the Lockholes. However, behind the scenes
it was old Sharkey that was pulling the strings, influencing Lotho to
do his bidding and implement his regime whilst he readied himself to
assume command.
SPECIAL RULES
Worm – Lotho has no idea where Worm is coming from – Sharkey’s pet
could grab him at any moment.

Worm doesn’t deploy as normal in this Scenario. Instead, the


Evil player deploys four 25mm markers on the board at the
start of the game, one in the centre of each board edge. These
markers cannot be Charged, targeted by shooting and do not
block movement or Line of Sight. They move 6", do not have
a Control Zone, and can move through other models and their
Control Zones, and other models may move through them.
These markers may only Charge Lotho Sackville-Baggins and
when a marker Charges Lotho, roll a D6. On a 1-4, it was not
Worm – remove the marker from play. On a 5+, it is Worm –
replace the marker with Worm and remove the others from play.
If the first three markers turn out not to be Worm, replace the
final marker with Worm – Lotho has spotted him! Lotho may
not use his Considerable Wealth special rule to prevent Worm or
a marker from Charging him.

Shadowed Figure – It is dark and Worm is wearing black clothes,


LAYOUT making him very hard to see to the untrained eye.
The board represents a pathway leading towards Bag End from
the Green Dragon. Across the centre of the board from north to Worm gains the Stalk Unseen special rule and always counts
south is a pathway with a few Hobbit-holes dotted on either side. as being concealed by a piece of terrain – even when he is
in open ground.
STARTING POSITIONS
The Good player deploys Lotho Sackville-Baggins in the centre Protect the Boss! – The Hobbits are trying to protect Lotho from the
of the board, then the rest of their force within 3" of Lotho. The Ruffians, and have not noticed Worm skulking towards him.
Evil player deploys the Ruffians anywhere on the board at least 6"
away from any Good model. Hobbit Militia must always Charge a Ruffian if able to do so.

OBJECTIVES
The game lasts until Lotho Sackville-Baggins has left the board PARTICIPANTS
or is slain. The Good player wins if Lotho Sackville-Baggins can Good: Lotho Sackville-Baggins; 8 Hobbit Militia.
escape the board via any board edge. The Evil player wins if
Worm can slay Lotho Sackville-Baggins. Evil: Worm; 6 Ruffians; 3 Ruffians with whip.
Any other result is a draw.
The Burning of Woody End

THE BURNING OF WOODY END

W
ith Lotho Sackville-Baggins secretly taken care of, Not all Hobbits were successfully taken away, some managed to escape
Sharkey’s power continued to grow. His influence their captors. Such was true of Baldo Tulpenny. Having seen his fellow
spread to all Farthings of the Shire; more inns were closed Hobbits bullied and beaten, Baldo decided to stand up to the Ruffians.
down, their beer saved only for the Ruffians under the old One crisp morning, Baldo saw poor Folco Boffin being harassed by a
Wizard’s command, and the farmers were forced to give up Ruffian, and he acted quickly, throwing a stone at the Ruffian who
most of their crops. towered over Folco, which struck him square in the face. The distraction
allowed for Folco to escape, whilst Baldo evaded capture within the trees
As time went on, the Ruffians began to treat the Hobbits worse and worse. and hills he knew so well, leaving the bully cursing the Hobbits with a sore
Before, their interactions were no more than a few insults or perhaps head and his pride sorely damaged.
scaring the little-folk if they spoke out against the Chief or broke his rules.
However, now things were much more bleak. Ruffians would often steal Unfortunately, the Ruffian in question was Rowan Thistlewood, one of
what they wanted from the Hobbits; food, pipe-weed, or trinkets and the Chief’s key enforcers and one who would not stand for such insolence.
personal possessions. Any Hobbit that tried to resist was taken away to After discovering who had attacked him, and where they lived, Rowan
the Lockholes as punishment, and it wasn’t long before the Ruffians began and a band of Ruffians sneaked towards Baldo’s dwelling at Woody End
looking for excuses to make arrests. to smoke him out and arrest him.
SPECIAL RULES
Torching Hobbit-holes – The Ruffians are intent on teaching Baldo
a lesson in respect, by burning down his home!

During the End phase, any Ruffian model that is in base contact
with a Hobbit-hole that did not shoot or participate in a Fight this
turn can attempt to set it alight. Roll a D6.
On a 5+, the Hobbit-hole has been set alight.

Flaming Arrows – Some of the Ruffians have set their arrows alight,
allowing fire to be swiftly spread.

Ruffian models may shoot at any Hobbit-hole as if they were


enemy models, without taking In The Way tests for intervening
models. Any Hobbit-hole that is wounded by an arrow will
immediately be set alight. Hobbit-holes count as having
a Defence of 6.

Put the Fires Out! – As Woody End becomes engulfed in flame, the
Hobbits attempt to subdue the fires and protect their home.

LAYOUT Any Good model that ends its move in base contact with a
The board represents Woody End. The area within 3" of the edges Hobbit-hole that is on fire, and is not Engaged in a Fight, may
of the board should be dotted with trees, whilst in the rest of the attempt to put it out. Roll a D6. On a 6, the fire has been put
board there should be five Hobbit-holes. out. Models that attempt to put out a fire may not shoot in the
following Shoot phase. However, should the Good player roll a
STARTING POSITIONS 1 then the Hobbit-hole will be consumed by flame and cannot
The Good player deploys their forces anywhere within 2" of a be put out for the remainder of the game. At the end of each
Hobbit-hole, making sure to split their forces as evenly as possible Move phase, any model that is on a Hobbit-hole that has been
between the different Hobbit-holes. The Evil player deploys the consumed by flames immediately takes a Strength 3 hit.
Ruffians anywhere within 3" of any board edge.

OBJECTIVES PARTICIPANTS
The game lasts for 10 turns. If, at the end of 10 turns, all Good: Baldo Tulpenny; 12 Hobbit Militia;
of the Hobbit-holes are alight, the Evil player is the winner. 8 Hobbit Archers.
If three or fewer Hobbit-holes are alight, the Good player is the
winner. Any other result is a draw. Evil: Rowan Thistlewood, Ruffian Enforcer; 12 Ruffians;
6 Ruffians with whip; 6 Ruffians with bow.
Uprooting of Bagshot Row

UPROOTING OF BAGSHOT ROW

A
s Sharkey’s dominance over the Shire continued to The loss of the trees and flowers around Hobbiton had angered Hamfast
grow, parts of it became almost unrecognisable to Gamgee for a good long while, yet he knew that if he spoke out against
what they had been before the fallen Wizard’s coming. the Chief then he would join the likes of Will Whitfoot in the Lockholes.
Across the Four Farthings, the inns were closed down and However, when the Ruffians begun to uproot Bagshot Row under the
large Ruffian houses made of brick started appearing in orders of Bill Ferny to make room for yet another Ruffian house (no doubt
every town and village. These grim buildings stuck out to get his own revenge on Sam), Hamfast could not contain his anger any
against the quaint green Hobbit-holes, and would often be more. The Gaffer gathered together all of the Hobbits he could and strode
built where gardens or trees had once been, much to the with purpose towards his home, his spade clutched in his hands. Old
dismay of the Hobbits. Gaffer Gamgee was about to give Bill Ferny and the Ruffians a piece of
his mind, no matter the consequences!
Hobbiton was hit as hard as any area of the Shire; the Green Dragon was
boarded up and the beer that was made there was confiscated and stored
in one of the Chief’s large brick storehouses. The Old Mill was torn down,
replaced with a new, bigger mill that smelt of burning and sweat. Even the
Party Tree couldn’t escape its fate as it was ripped up from the earth and
used to fuel the fires of the Ruffians. The destruction of the Party Tree was
felt by all Hobbits, and many saw it as yet another insult to their existence.
OBJECTIVES
The game lasts until the end of the turn in which one side has
completed their objective. The Good side wins if they can slay Bill
Ferny. The Evil side wins if they can reduce the Good side to 25%
or less of their starting models. If both sides achieve their objective
in the same turn, the game is a draw.

SPECIAL RULES
The Gaffer – Hamfast is incensed by the blatant disrespect shown by
Bill Ferny to the plants he has tended to with great care.

Hamfast ‘Gaffer’ Gamgee adds +1 to his Fight value when


Engaged in a Fight with Bill Ferny. Additionally, Hamfast
may re-roll failed To Wound rolls against Bill Ferny during
the Fight phase.

Bill Ferny – Bill Ferny’s considerable arrogance may well


be his downfall.

Bill Ferny must always Charge if able to do so.

LAYOUT For the Shire! – The Hobbits rallied by Gaffer have had enough of the
The board represents the area around Bagshot Row. In the Ruffians, and are here to put an end to their bullying.
centre of the western board edge extending outwards is Bagshot
Row. There is a pathway leading up to the door of the Hobbit- Hobbit models must Charge if able to do so.
hole. The rest of the board should have a few bushes and
hedges dotted around.
PARTICIPANTS
STARTING POSITIONS Good: Hamfast ‘Gaffer’ Gamgee; 12 Hobbit Militia.
The Evil player deploys their forces anywhere within 3" of Bagshot
Row. The Good player deploys their force anywhere within 6" of Evil: Bill Ferny; 6 Ruffians; 2 Ruffians with whip;
the eastern board edge. 4 Ruffians with bow.
Arrest of Folco Boffin

ARREST OF FOLCO BOFFIN

T
he regulations that Sharkey imposed over the Shire His near encounter with the Lockholes had forced Folco to be far more
were unpopular with the Hobbits; the idea of curfews, wary, and he avoided straying out in public for too long in fear of being
closing of inns, and the ban on pipe-weed caused a few ratted out by those who spied for the Chief. Folco was forced to move only
Hobbits to speak out against this mysterious Chief and his by night, and was aided by a small group of Hobbits that would distract
new regime. Such dissent was swiftly dealt with and many the big-folk that drew near, and hide him when needed.
Hobbits were arrested and thrown into the Lockholes for
failing to fall in line. However, determined to recapture the Hobbit that evaded them before,
the Ruffians devised a plan. They forced the Shirriffs to do their dirty
Sometimes a Hobbit would manage to evade capture, sneaking work, arresting their fellow Hobbits and following up on leads on Folco’s
into wooded areas to hide, or being concealed by other trustworthy whereabouts. It was in the dead of night, when Folco was on his way to
Hobbits. Folco Boffin was one such Hobbit. He had stayed behind a secret meeting of like-minded Hobbit-folk, that the Shirriffs, under the
in Hobbiton to keep up Frodo’s story about living in Crickhollow. orders of the Ruffians, came for him. The Hobbits protecting Folco had
When the Ruffians began to control the Shire, Folco, and a few written them off as simple Hobbit-folk in the dark, but as they drew near,
other Hobbits, had begun to do what they could to undermine the the Shirriffs proclaimed them under arrest by orders of the Chief, and Folco
Chief; aiding in the escape of captured Hobbits, raiding storehouses, would have to flee into the surrounding woodland or risk being dragged
or speaking out against their oppressors. However, Folco had been to the Lockholes.
careless and managed to get himself captured by Rowan Thistlewood,
only to be rescued later.
SPECIAL RULES
The Shirriffs – Though they are under Sharkey’s command, the
Shirriffs wish no harm upon the other Hobbits.

Whenever an ‘Evil’ model wins a Fight against a Good model,


they will not make Strikes against them. Instead when an ‘Evil’
model wins a fight, they will roll a single D6. On a 4+, they arrest
the model they fought. Arrested models count as being affected
by the Paralyse Magical Power and count as Heavy Objects
if carried. If Folco is arrested, he may spend his Fate point to
attempt to resist the effects of being Paralysed. Roll a D6. On a 4+,
Folco is not arrested – this time…

Friends at Heart – Neither the Shirriffs nor the other Hobbits want to
cause any lasting harm to each other.

Neither side may Throw Stones at each other in this Scenario.


Additionally, if a Shirriff is removed as a casualty in the Scenario,
it is probably better to assume they were sent packing by the other
Hobbits rather than being slain.

LAYOUT
The board represents one of the many pathways through the PARTICIPANTS
Shire. A path runs through the centre of the board from west to Good: Folco Boffin; 8 Hobbit Militia.
east, and should have a few Hobbit-holes dotted either side.
‘Evil’: Holfoot Bracegirdle, Shirriff-leader;
STARTING POSITIONS Robin Smallburrow, Hobbit Shirriff; 12 Hobbit Shirriffs.
The Good player deploys their forces anywhere within 3" of the
eastern board edge. The ‘Evil’ player deploys their force anywhere
within 3" of the western board edge.

OBJECTIVES
The game lasts until Folco Boffin leaves the board. The Good side
wins if Folco can move off the board via the western board edge
of his own accord. The ‘Evil’ side wins if Folco is arrested and
carried off of the western board edge.
The Old Storehouse

THE OLD STOREHOUSE

A
s Sharkey’s grip on the Four Farthings of the Shire The sight of his fellow Hobbits being taken advantage of angered
tightened, he began to set sanctions on how much food Paladin Took; he wouldn’t let such hardship fall upon his own folk in
and grain the Hobbits must provide his men. Begrudgingly Tuckborough. Along with some fellow conspirators, Paladin set about
the Hobbits started to hand over their offerings to the formulating a plan to raid one of the storehouses on the edge of Hobbiton.
Chief; providing the Ruffians with sacks of grain, freshly Though he was too old to go himself, Paladin sent a group of the bravest
harvested vegetables and numerous barrels of both beer Tooks, along with Fatty Bolger and Baldo Tulpenny (who had escaped
and pipe-weed, all of which were stashed away in various to Tuckborough following the burning of Woody End), to sneak into the
newly-built storehouses. storehouse under the cover of darkness and take whatever they could to feed
those Hobbits most in need.
However, as time passed by, the sanctions put in place by Sharkey
became increasingly harsh, and the Hobbits were forced to provide greater
proportions of their produce to the Ruffians. Soon the storehouses were
filled with grain, beer and food; yet the Chief and his Ruffians constantly
demanded more. Such demands put great strain on the Hobbits, and those
that couldn’t provide, or refused to, were taken to the Lockholes.
SPECIAL RULES
On Guard – The Ruffians are not expecting the Hobbits’ attempt to
steal from them, and are simply patrolling the area.

All Ruffian models start the game as Sentries. Additionally,


Rowan Thistlewood may not use his Burn it Down! special rule on
the storehouse in this Scenario.

Baldo’s Traps – Under the cover of darkness, Baldo Tulpenny has


managed to set up a series of traps around the storehouse – though he
couldn’t get too close to it without being spotted.

When setting up Baldo Tulpenny’s Traps, no Trap marker may be


placed within 6" of the storehouse in addition to any other rules
for deploying Trap markers.

Thieves in the Night – The Hobbits are trying to infiltrate the


storehouse and steal back what is theirs, not to cause any harm.

Any Hobbit that is in base contact with the storehouse during the
End phase of any turn automatically gains a Supply counter – this
LAYOUT is a Light Object. Additionally, any Ruffian model that suffers
The board represents the old storehouse and the surrounding its final Wound in combat with a Hobbit will not be slain but is
area. In the centre of the board should be a building that instead knocked unconscious; they count as being under the effect
represents the storehouse. There should also be a few Hobbit- of the Paralyse Magical Power.
holes on the board, as well as some additional hedges, bushes and
trees dotted around. Ill Met by Moonlight – It is dark, and visibility is greatly reduced.
However, the cover of night makes missile weapons all the more deadly.
STARTING POSITIONS
The Evil player deploys their force within 2" of the storehouse. Models cannot be seen or targeted by shooting attacks at distances
The Good player splits their forces into two equal parts, each with over 12" away. However, as it is harder to avoid a shot in the dark,
a single Hero model. One half is deployed within 6" of the north- all shooting attacks gain a bonus of +1 when rolling To Wound.
east corner of the board, the other is deployed within 6" of the
south-west corner of the board.
PARTICIPANTS
OBJECTIVES Good: Baldo Tulpenny; Fredegar Bolger;
The game lasts until the end of a turn where one force achieves 4 Tookish Hunters; 8 Hobbit Militia.
their objective. The Good player wins if they can successfully
move four or more Supply counters off of the board via any table Evil: Rowan Thistlewood, Ruffian Enforcer; 6 Ruffians;
edge. The Evil player wins if they can reduce the Good force to 2 Ruffians with whip; 4 Ruffians with bow.
50% or fewer of its starting numbers. If both sides achieve their
objective in the same turn, the game is a draw.
The Bounders Strike Back

THE BOUNDERS STRIKE BACK

A
lthough the influence of Sharkey grew, the Hobbits However, word of Sharkey’s plans reached the ears of the Thain of
of Tuckborough continued to defy his orders. Openly the Shire, and he is now wise to the Wizard’s plans. Paladin gathers
speaking out against the Chief’s regime, Paladin Took together as many of the Bounders as he can, and hatches a plan to foil the
managed to rally the Tooks against the enemy of the Shire, Ruffian’s advance by lying in wait for them as they attempt to traverse
and refused to follow the sanctions and pay the taxes that the thick undergrowth on the borders of Tuckborough. Yet if the Bounders
the fallen Wizard attempted to force upon them. cannot stop the Ruffians from entering Tuckborough, Paladin may
still be arrested.
The resistance of Paladin and the residents of Tuckborough began to
become an increasingly irritating thorn in Sharkey’s side, and so he
decided that something had to be done to re-establish his dominance in
the southern regions of the Shire. To this end, Sharkey ordered a band
of his Ruffians to infiltrate the borders of Tuckborough, arrest Paladin
Took, and bring him to be imprisoned in the Lockholes.
LAYOUT SPECIAL RULES
The board represents the wooded lands that lie on the borders Traps – The Bounders have been awaiting the arrival of the
of Tuckborough. The board should be densely packed with trees, Ruffians, and have prepared a few ‘surprises’ for them amongst the
hedges and bushes, but leave enough space for the models to move dense undergrowth.
freely across the board.
After both players have deployed their models, the Good player
STARTING POSITIONS may deploy 20 Trap markers on the board (five Tripwire,
The Evil player deploys their models anywhere within 12" of the five Snare, five Pitfall, five Dummy), following the rules
eastern board edge. The Good player then deploys their models detailed on page 64.
anywhere within 12" of the western board edge.

OBJECTIVES PARTICIPANTS
The Ruffians are trying to make their way to Tuckborough in Good: 5 Tookish Hunters.
order to arrest Paladin Took, who has been stirring up trouble for
the Chief. However, the Thain of the Shire is wise to Sharkey’s Evil: 6 Ruffians; 2 Ruffians with whip;
plans, and has sent some of the Bounders to disrupt the advancing 4 Ruffians with bow.
Ruffians. The Evil player immediately wins if five Ruffians are
able to escape the board via the western board edge. The Good
player wins immediately if they can slay enough Ruffians to make
it impossible for the Evil player to win.
Brockenborings

BROCKENBORINGS

T
hough unknown to the other Hobbits, Lotho However, the fallen Wizard has spies everywhere, and word of Fatty
Sackville-Baggins is dead; murdered at the hands Bolger’s meetings has reached him, and so the rebellious Hobbits must be
of Wormtongue under cover of darkness by the orders of dealt with. Sharkey orders Bill Ferny to gather a band of Ruffians and put
his master. Now, having revealed himself to some as the a stop to the Hobbit’s clandestine meetings, and to bring the ringleaders
Chief, and all but Tuckborough under his sway, Sharkey to the Lockholes to make an example of them to any like-minded Hobbits.
began to exercise his total dominance over the Shire. Yet With Bill and his bullies surrounding the meetinghouse, it will take every
there were still some who resisted his rule, and plotted ounce of good fortune for Fatty and Lobelia to escape.
in secret to form a rebellion against the Chief and those
that followed him.

Fatty Bolger, ever-loyal friend to Frodo, began to organise secret meetings


in the sleepy village of the Brockenborings, where he and other dissenting
Hobbits discussed their plans. Amongst these Hobbits was Lobelia
Sackville-Baggins, who joined Fatty’s cause as she feared what had become
of her son Lotho, who had not been seen in weeks. Together, those that
Fatty gathered began formulating their plans.
OBJECTIVES
Having been discovered, the Hobbits must escape the Ruffians.
Sharkey has ordered his Ruffians to make an example of the
leaders of this attempted rebellion by dragging them to the
Lockholes. The game lasts until both Lobelia and Fatty have
left the board. The Good player wins if both Lobelia and Fatty
can escape the board via any board edge. The Evil player
wins if Lobelia and Fatty are carried off of any board edge. If
either Lobelia or Fatty escapes but the other is captured, the
game is a draw.

SPECIAL RULES
Rebellion Leaders – The Ruffians have been instructed to capture
those attempting to start the rebellion.

The Ruffians must capture Lobelia and Fatty to win the game. To
do this they will need to bind them in chains using their At ’em
Lads or Put ’em in Chains special rules. Whilst bound, Lobelia
and Fatty are treated as Heavy Objects. If either Lobelia or Fatty
is slain then the game is a draw.

LAYOUT
The board represents an area of the village of Brockenborings. In PARTICIPANTS
the centre of the board is a Hobbit-hole that is the meetinghouse. Good: Lobelia Sackville-Baggins; Fredegar Bolger;
The rest of the board should be littered with hedges, 8 Hobbit Militia.
fences and trees.
Evil: Bill Ferny; 6 Ruffians; 2 Ruffians with whip;
STARTING POSITIONS 4 Ruffians with bow.
The Good player deploys their models anywhere touching
the meetinghouse. The Evil player then deploys their models
anywhere at least 15" away from any Good model.
The Lockholes

THE LOCKHOLES

B
efore falling under the control of the Ruffians, the Spurred into action by the ever-worsening tales of what is happening to
village of Michel Delving was where food and supplies those in the Lockholes, Paladin Took decides he cannot stand idly by
were gathered and stored in the tunnels for times when whilst others suffer. Under the cover of the dimming evening light, Paladin
food was scarce. These storage tunnels were transformed and a small group of loyal Hobbits decide to make a swift raid upon the
into the Lockholes, a vile place where those that dared to Lockholes in an attempt to free as many of their fellows as they can from
speak out against the Chief and arrested for their insolence the clutches of the Ruffian bullies.
were imprisoned.

Tales of what happened to those within the Lockholes spread across the
Shire, either told by the Ruffians to scare the Hobbits into obedience,
or by those who were too terrified by what they heard to dare to defy
the Ruffians. Those held in the Lockholes were chained up and often
beaten, and were fed the bare minimum to be kept alive, making them too
weak to fight back.
SPECIAL RULES
Reinforcements – The Ruffians have seen the Hobbits coming, and
called for their allies to help protect the Lockhole.

At the end of each Evil move phase, roll a D6 for each


Ruffian that has not yet entered play. On a 4+, that model
arrives; roll a further D6 to see where it will arrive. On a 1-2,
the model arrives from the western board edge. On a 3-4, the
model arrives from the southern board edge. On a 5-6, the
model arrives from the eastern board edge. Models arrive via
the rules for Reinforcements.

Baldo’s Traps – The Hobbits have arrived quickly and have not had
time to scout out the area.

Baldo may not place any Trap markers in this Scenario.

Freeing Prisoners – The Hobbits must reach the Lockhole in order to


free those within.

To free an imprisoned Hobbit, a Good model must be in


LAYOUT base contact with the Lockhole’s door and have not shot
The board represents a Lockhole and the surrounding area. The or fought that turn. During the End phase of a turn where
Lockhole is placed 6" away from the centre of the northern board these conditions have been met, a single Hobbit may exit the
edge with the door facing to the south. The rest of the board Lockhole. To determine which Hobbit has been freed, the
should be dotted with trees, hedges and fences. Good player should simply line up the captured Hobbit models
and roll a D6 to determine which has been set free. If the Good
STARTING POSITIONS player rolls higher than the number of remaining Hobbit
The Evil player deploys Rowan Thistlewood and six of the models, they may choose which has been freed. A rescued
Ruffians anywhere within 6" of the Lockhole; only two of these Hobbit may act as normal from the start of the following turn.
Ruffians may have a bow. The rest of the Ruffians will arrive Additionally, Rowan Thistlewood may not use his Burn it Down!
later. The Good player then deploys Paladin, Baldo, the Hobbit special rule on the Lockhole in this Scenario.
Archers, and eight Hobbit Militia anywhere within 12" of the
southern board edge. The rest of the Good models are those that Weary and Half-starved – Those imprisoned in the Lockholes are
are prisoners inside the Lockhole. malnourished and sickly from their capture.

OBJECTIVES Escaping prisoners may not Charge or Throw Stones, but will
Paladin’s mission is to free as many Hobbits from the Lockhole fight as normal if Charged. Before moving an escaping prisoner,
as he can, saving them from the ill treatment they are receiving the Good player rolls a D6. On a 1, the Hobbit is overcome with
at the hands of the Ruffians. The Good player wins if four or exhaustion and collapses. The Hobbit becomes Prone and may
more imprisoned Hobbits can escape the board via the eastern, not move any further that turn.
western or southern board edges. The Evil side wins if they
can prevent this.
PARTICIPANTS
Good: Paladin Took; Baldo Tulpenny;
Lobelia Sackville-Baggins; Fredegar Bolger;
12 Hobbit Militia; 4 Hobbit Archers.

Evil: Rowan Thistlewood, Ruffian Enforcer; 6 Ruffians;


2 Ruffians with whip; 4 Ruffians with bow.
Attack on Tuckborough

ATTACKON TUCKBOROUGH

P
aladin Took, and the Hobbits of the Southfarthing But Tooks are made of sterner stuff than most Hobbits, and they will not
that followed him, proved to be a rather big thorn in easily relinquish their lands without a fight. Gathering all those loyal to
Sharkey’s side; refusing to follow his regime, not paying him to his side, Paladin must now lead the Tooks of Tuckborough and
taxes and publicly speaking out against the Chief. In his their allies against Sharkey’s Ruffians. Should they be victorious then there
desire to capture the old Hobbit and make an example is hope left for the Shire; but should they fail, then the last resistance will
of him, Sharkey had previously sent bands of Ruffians have faltered and it would take Hobbits of greater stature than Paladin to
to Tuckborough to arrest Paladin and drag him to the save the Four Farthings…
Lockholes, but they were unsuccessful on each attempt.

One of Paladin’s missions to free Hobbits from the Lockholes of Michel


Delving infuriated Sharkey even more, and the fallen Wizard was not
simply content to just lock Paladin away; a more severe punishment had to
befall the Thain of the Shire. To this end, Sharkey sent Ruffians in larger
numbers than before to Tuckborough to seize it from Paladin, and bring
him before their master.
OBJECTIVES
Both sides are battling over control of Tuckborough; the
Hobbits must defend their borders, whilst the Ruffians are
trying to capture them. Once one side has suffered eight or
more casualties, the game might suddenly end. Roll a D6 at the
end of each turn after this condition has been met. On a 1-2,
the game ends, otherwise it continues for another turn. When
the game ends, the side that has captured the most objectives
is the winner. Whichever side has the most models within 3"
of an objective, controls that objective. If both sides have the
same number of models within 3" then neither side claims that
objective. If both sides control the same number of objectives
then the game is a draw.

SPECIAL RULES
Reinforcements – Both sides have more fighters waiting to strike, and
when the two sides clash, those held in reserve race to the battle.

At the start of each player’s Move phase, roll a D6 for each


Warrior model removed as a casualty. On a 5+, that model may
re-enter the board from the centre of the eastern or western board
LAYOUT edge, or any point on their controlling player’s board edge via the
The board represents the edges of Tuckborough. The southern rules for Reinforcements.
half of the board should have a selection of Hobbit-holes, fences
and hedges, whilst the northern half of the board should be dotted
with trees, hedges and bushes. Five Objective markers should be
placed across the centre of the board from east to west, with one PARTICIPANTS
in the centre and each being 8" away from another. Good: Paladin Took; Baldo Tulpenny; 12 Hobbit Militia; 4
Hobbit Archers.
STARTING POSITIONS
The Good player deploys their forces within 12" of the southern Evil: Sid Briarthorn, Ruffian Chief; 7 Ruffians;
board edge. The Evil player then deploys their forces within 12" of 3 Ruffians with whip; 5 Ruffians with bow.
the northern board edge.
Old Cotton's Farm

OLD COTTON’SFARM

T
he four Travellers returned to the Shire following However, news of their return reached the Ruffian leaders, and a band
their journeys across Middle-earth; however, it was of Sharkey’s men made their way to confront the Hobbits and bring them
not the same welcoming and friendly place that it was when before their master. Yet Frodo and his companions had learned a thing
they set off almost 13 months before. Instead the roads or two on their travels, and whilst Pippin headed off to Tuckborough
were blocked by the Shirriffs who enforced the Chief’s will to rally his father’s people, Merry set upon laying a trap for the
rather than simply wandering the paths, keeping the peace approaching Ruffians.
and locating the best ales, as they did before.
Upon their arrival, the Ruffians are greeted by Farmer Cotton, stood
The discovery that their home had been taken over and turned into a place alone and defiant in the road, telling them that they are not welcome
of fear and mistreatment of Hobbits infuriated the Travellers, Merry in and that they should leave. Scoffing at the demands of one lone Hobbit,
particular, and they quickly set about finding out what had happened the Ruffians march down the road and into Merry’s trap. Now the
since they had left. Their investigation led them to the familiar hearth of Ruffians are surrounded, but they are still dangerous; if they can fell the
Farmer Cotton and his family, who had resisted the Ruffians’ demands leaders of the Hobbits then the morale of the others will break and the
where they could. Shire will fall.
STARTING POSITIONS
The Good player deploys Farmer Cotton 3" from the centre of
the southern board edge as shown on the map. The Evil player
then deploys their models on the road within 3" of the centre of
the board. The Good player then splits their force into two equal
halves, each with two Hero and six Warrior models. They then
deploy each half on a different side of the road, making sure they
are off the road, and at least 3" away from any Evil model.

OBJECTIVES
The Ruffians have walked into the Hobbits’ trap, and have
decided to fight their way out and take as many of the ringleaders
as they can with them. The game lasts until the end of a turn
where one side has completed their objective. The Good side
wins if they can reduce the Evil force to 25% or less of its starting
numbers. The Evil side wins if they can kill any four Hobbit
Hero models. If both sides complete their objective in the same
turn, the game is a draw.

SPECIAL RULES
Defend the Shire! – The Hobbits have had enough of being bullied,
LAYOUT and are ready to take the fight to the Ruffians.
The board represents the road leading up to Tolman Cotton’s
farm, and the surrounding area. A 6" wide road runs down Hobbit models must Charge if able to do so.
the centre of the board from north to south, and is lined with
hedgerows on either side. The fields should have a selection of Let ‘em have it! – The Ruffians have been waiting for the chance to
Hobbit-holes, bushes, fences and trees dotted around. fight some Hobbits, and now Farmer Cotton has given them the excuse
they need to do just that.

Ruffian models must re-roll To Wound rolls of 1 during the


Fight phase. Additionally, if Rowan Thistlewood is Engaged
in combat or has been involved in a Fight this turn, and
has not been removed as a casualty, Ruffian models treat
him as a banner.

PARTICIPANTS
Good: Meriadoc, Captain of the Shire with shield;
Frodo of the Nine Fingers; Samwise the Brave;
Farmer Tolman Cotton; Hamfast ‘Gaffer’ Gamgee;
6 Hobbit Militia; 4 Hobbit Archers.

Evil: Rowan Thistlewood, Ruffian Enforcer; 6 Ruffians;


2 Ruffians with whip; 4 Ruffians with bow.
The Battle of Bywater

THE BATTLEOF BYWATER

T
he battle at Cotton’s farm, and the defeat of the With their forces from across the Shire gathered, Merry and Pippin now
Ruffians that were there, gave the Hobbits of the Shire lead the Hobbits of the Shire from Bywater in a final bid to drive out
a renewed hope of better times. The return of the Travellers the Ruffians from their home and to end the tyranny of the Chief. Yet the
showed the Hobbits that there were some who could lead commotion from the road to Hobbiton has forced the Chief to finally show
them against the rule of the mysterious Chief. Knowing himself, revealing him to be none other than the fallen Wizard Saruman,
that their victory at the farm would be short-lived, and that now going under the name of Sharkey, and his deceitful lackey, Worm,
news of it would already have started to spread towards Bag who now joins the fight that will go down as the biggest battle in the entire
End, Merry hatched a plan to put an end to the Chief’s rule history of the Shire.
once and for all.

With Pippin having already headed for Tuckborough to bring


reinforcements, Merry rode to Buckland to rally the other Brandybucks,
and Samwise and Farmer Cotton prepared the remaining Hobbits for
battle. Merry’s plan was to engage the Ruffian forces at a blockade in
Bywater, allowing the amassed Hobbit forces to attack them from all sides.
OBJECTIVES
Without the Travellers, the Shirefolk will lose all hope and surely
fall to the will of the Ruffians. However, if Sharkey can be exposed
for the liar that he is then the Hobbits can drive back his Ruffians
and reclaim the Shire.

The Good player wins if, at the end of any turn, Sharkey has been
slain. The Evil player wins immediately if all four of the Travellers
(Frodo, Sam, Merry & Pippin) have been slain.

SPECIAL RULES
Sharkey – Sharkey resides in Bag End and, at the battle’s start, is
unaware of its goings-on. The noise from Bywater is enough to draw
Sharkey to the battle in an attempt to silence these Hobbits that are
causing him so much grievance.

From the fourth turn onwards, roll a D6 at the end of each Evil
Move phase. On a 5+, Sharkey and Worm enter the board from
the western board edge via the rules for Reinforcements.

The Ruffian mob – As the battle rages on, more Ruffians join the fight
LAYOUT in an attempt to quell the Hobbit uprising.
This Scenario is played on a 2'x2' board. A long road runs
across the centre of the board from east to west, and there are At the end of each Evil Move phase, roll a D6 for each Ruffian
a few Hobbit-holes and hedges dotted either side of the road. A Warrior model that has been previously slain. On a 6, that
barricade should be situated across the road on the eastern side as model may move on from the western board edge via the rules for
shown on the map. Reinforcements.

STARTING POSITIONS Merry & Pippin – It is here, at the Battle of Bywater, where Merry
The Evil player deploys all of their Ruffians within 6" of the centre and Pippin truly show how much they have changed since they left the
of the western board edge; Sharkey and Worm are kept to one Shire. No longer are they young and foolish, but are now brave and sturdy
side for later in the game. The Good player then deploys Frodo, fighters ready to fend off Sharkey’s Rogues.
Sam, Holfoot, Robin, Farmer Cotton and the Shirriffs within 6"
of the centre of the eastern board edge. Merry and the Battlin’ Once per game, both Merry and Pippin can each declare a
Brandybucks are deployed within 6" of the centre of the northern Heroic Combat without spending Might.
edge. Pippin and the Tookish Hunters are deployed within 6" of
the centre of the southern board edge.
PARTICIPANTS
Good: Frodo of the Nine Fingers on pony; Samwise the
Brave on pony; Meriadoc, Captain of the Shire with shield
on pony; Peregrin, Captain of the Shire on pony; Farmer
Tolman Cotton; Holfoot Bracegirdle, Shirriff-leader; Robin
Smallburrow, Hobbit Shirriff; 8 Battlin’ Brandybucks; 8
Tookish Hunters; 8 Hobbit Shirriffs.

Evil: Sharkey & Worm; Sid Briarthorn, Ruffian Chief;


Bill Ferny; 12 Ruffians; 4 Ruffians with whip;
8 Ruffians with bow.
SCOURING OF THE SHIRE CAMPAIGN

SCOURING OF THE SHIRE CAMPAIGN


THE LOCKHOLES
H
ere we present you with the Scouring of the Shire
campaign, a system that links the Narrative Play Scenarios As an added feature to make this campaign really mirror the cruel
in this volume together in such a way that the results of one game regime that Sharkey has imposed across the Shire, you may choose
can impact your next game or even one much later on! This to use this optional rule for your campaign. Should any Hobbit
will make the already dynamic Narrative Play Scenarios feel as Hero model be captured or removed as a casualty, it is safe to
if you are playing through the scenes directly from the books assume that they have been dragged off to the Lockholes following
and the movies. the battle should the Evil side win (with the exceptions of Holfoot
Bracegirdle and Robin Smallburrow, who are instead bullied
As you may have already guessed, this supplement focuses on into following the orders of the Ruffians). Make a note of which
the skirmishes and events that happened within the Shire from Hobbit Hero models have been sent to the Lockholes across the
when Sharkey began to take over to the return of the Travellers. campaign. Any that have been captured may not appear in any
The Scenarios start with the amassing of the Ruffians in Bree, future Scenario unless they have escaped. This does not apply to
and the very beginning of Sharkey’s regime under the influence any of the Scenarios that happen after the Lockholes Scenario.
of his puppet, Lotho Sackville-Baggins, through to the various
arrests of well-meaning Hobbits and the birth of a small rebellion, In The Lockholes Scenario, replace the Hobbit Militia that have
to the final Battle of Bywater – the most famous battle in the been arrested with any Hobbit Hero models that have been
history of the Shire. captured – this is your one chance to rescue any Hobbits that
have been taken prisoner! Any Hobbit Hero models rescued in
You can play this campaign with as few as two people, though if this way may then join in the Battle of Bywater Scenario. For each
you wish, different players can take control of different Scenarios, additional Hobbit Hero the Good player receives, the Evil player
that way you can get a whole gaming group involved. However, it may add three additional Ruffians to their force.
is important to note that you should play the Scenarios in order, as
the results of one Scenario may change how a later one plays…

SCENARIO BONUSES
After each Scenario has been completed, it is important to note
down which side won, either Good or Evil. This is important
as, depending on who was victorious, there may be a bonus
or penalty to a certain side in a future Scenario. For example,
if the Good side is victorious in the Maggot’s Farm Scenario,
the Good side will receive a bonus in the Battle of Bywater
Scenario – a much later Scenario in the campaign. These bonuses
reflect the advantages of success and the edge it will give either
side in the future.
SKIRMISH IN BREE
Good: In The Ruffians Arrive Scenario, Holfoot and
Robin add 1 to their rolls when trying to recover from the
effect of the Paralyse Magical Power from the Ruffians’ At
‘em Lads! special rule.

Evil: The Evil player gains three additional


Ruffians in The Ruffians Arrive Scenario.

THE RUFFIANS ARRIVE


Good: In The Mayor’s Arrest Scenario, Will Whitfoot
may move on the first turn of the game.

Evil: In the Maggot’s Farm Scenario, the Ruffians deploy


within 3" of the eastern board edge
rather than starting off the board.

MAGGOT’S FARM
Good: The Good player may use Farmer Maggot and his
hounds in the Battle of Bywater Scenario.

Evil: The Evil player gains three additional


Ruffians in the Battle of Bywater Scenario.

THE OLD MILL


Good: In The Old Storehouse Scenario,
the Good player only needs to secure three
Supply counters, rather than four.

Evil: The Evil player may use Ted Sandyman in the


Battle of Bywater Scenario.

THE MAYOR’S ARREST


Good: The Good player may use Will Whitfoot in the
Attack on Tuckborough Scenario.

Evil: In the Arrest of Folco Boffin Scenario, Folco Boffin


may not move in the first turn of the game.
THE DEATH OF LOTHO
Good: Lobelia Sackville-Baggins may use a single Might
point in the Brokenborings Scenario.

Evil: Lobelia Sackville-Baggins may not use any Will or


Fate points for the remainder of the campaign.

BURNING OF WOODY END


Good: Baldo Tulpenny may deploy three additional
Trap markers of the Good player’s choice in The Old
Storehouse Scenario.

Evil: Baldo Tulpenny may not deploy any Trap markers in


The Old Storehouse Scenario.

UPROOTING OF BAGSHOT ROW


Good: The Good player may use Hamfast ‘Gaffer’
Gamgee in the Battle of Bywater Scenario.

Evil: The Good player must secure an additional supply


counter in The Old Storehouse Scenario.

ARREST OF FOLCO BOFFIN


Good: The Good player may use Folco Boffin in the Old
Cotton’s Farm Scenario.

Evil: Holfoot Bracegirdle and Robin Smallburrow may not


declare Heroic Actions in the Battle of Bywater Scenario.

THE OLD STOREHOUSE


Good: The Good player may deploy two of each type of
Trap marker in the Brockenborings Scenario.

Evil: Baldo Tulpenny may not deploy Trap markers in the


Attack on Tuckborough Scenario.
THE BOUNDERS STRIKE BACK
Good: The Good player may choose to automatically
gain Priority at the start of any turn in the Attack on
Tuckborough Scenario. This may only be done once.

Evil: The Evil player gains three additional


Ruffians in the Attack on Tuckborough Scenario.

BROCKENBORINGS
Good: The Good player may choose the order that
Hobbit models are rescued in The Lockholes Scenario.

Evil: Lobelia Sackville-Baggins must be


the last Hobbit to exit from the Lockholes in
The Lockholes Scenario.

THE LOCKHOLES
Good: Any Hobbit Hero models that escape the board
may be used in the Attack on Tuckborough Scenario.

Evil: In the Attack on Tuckborough Scenario,


Paladin Took starts the game with no Might points.

ATTACKON TUCKBOROUGH
Good: Pippin may re-roll Fate rolls in the
Battle of Bywater Scenario.

Evil: Pippin starts the game with no Might points in the


Battle of Bywater Scenario.

OLD COTTON’SFARM
Good: Once during the course of the game, Merry may
declare a single Heroic Action without spending Might
points in the Battle of Bywater Scenario.

Evil: In the Battle of Bywater Scenario, Merry begins the


game with no Fate points.
ARMIES
45
The Shire

THE SHIRE

T
he Hobbits that reside within the Shire are a peaceful However, even the Shire has been thrust into turmoil and war at times.
race, quite content to ignore, and be ignored by, the Following his defeat at Isengard, the Wizard Saruman, going by the guise
world of the big folk. In fact, to many who live in Middle- of Sharkey, invaded the Shire and enslaved its people. It was in these
earth, Hobbits seem of little or no relevance at all, and dark times that the peaceful Hobbits of the Shire had to band together to
are not considered as warriors or counted among the fight against Sharkey’s oppressive regime, and the Ruffians that the fallen
wise. Hobbits will seldom leave the boundaries of the Four Wizard had enlisted to enforce his will across the Shire.
Farthings of the Shire, preferring to stay within the comfort
of what and where they know. On many occasions, Hobbits who had never before seen conflict would
resist the rule of ‘The Chief’, for which they would often be beaten, or
On the whole, the Hobbits of the Shire live peaceful lives and enjoy the arrested and imprisoned in the Lockholes. Upon their return home from
simple things, such as good food, the brewing of ales and the smoking of their grand journey, Frodo, Sam, Merry and Pippin rallied as many Shire-
pipe-weed, for all Hobbits share a love of things that grow. However, where folk as they could with the courage to stand with them in rebellion against
a Hobbit’s heart truly lies is in peace and quiet and good tilled earth, and the invaders in order to fight to reclaim their home.
it is for those reasons that a Hobbit makes an excellent gardener.

ARMY COMPOSITION
This army may include: Frodo of the Nine Fingers; ARMY BONUS
Samwise the Brave; Meriadoc, Captain of the Shire; “Fear! Fire! Foes!” – Hobbit models from this army list
Peregrin, Captain of the Shire; Paladin Took; Farmer Maggot; gain the Woodland Creature special rule.
Lobelia Sackville-Baggins; Fredegar Bolger; Farmer Tolman
Cotton; Rosie Cotton; Holfoot Bracegirdle, Shirriff-leader; Robin
Smallburrow, Hobbit Shirriff; Baldo Tulpenny; Will Whitfoot,
Mayor of Hobbiton; Hamfast ‘Gaffer’ Gamgee; Folco Boffin;
Lotho Sackville-Baggins; Gandalf the Grey; Dúnedain; Bilbo
Baggins; Bandobras Took; Hobbit Militia;
Hobbit Archers and Hobbit Shirriffs.
STRENGTHS WEAKNESSES
Wide selection of Heroes – With a big range of Heroes Low Fight values – Hobbits are not natural fighters, and so
available, there will almost always be one to suit your needs. their Fight values are often lower than average – good job you
can have so many of them to make up for it!
Cheap Warriors – Hobbits are some of the cheapest warriors
in the game in terms of points, so you can field many of them in Low Defence – Hobbits don’t often wear armour, making
a game and outnumber your opponents. them easy to kill in a fight. Make sure that when fights
happen that you have plenty of Hobbits left to swarm
Unlimited Missile Weapons – Every Hobbit can shoot, either your opponent with.
with a short bow or by throwing stones, making a Shire army
one of the deadliest at a distance.

KEY MODELS
MERIADOC, CAPTAIN OF THE SHIRE
The Scouring of the Shire is where Merry really makes a name for himself, leading the Hobbit forces at the
Battle of Bywater. In game, Merry makes an ideal leader for a Shire force, as he is a capable fighter and has 2
points of Might. Merry can also upgrade Hobbit Militia in his warband to Battlin’ Brandybucks, which have a
Strength of 3; great for added extra punch. Merry also carries the Horn of the Riddermark, giving all friendly
Hobbits +1 Courage – brilliant when charging terror-causing enemies, or when your force is Broken.

HOBBIT ARCHERS
With an excellent Shoot value of 3+, Hobbit Archers are great warriors for your Shire army, giving you some
deadly firepower at range. Though they can only shoot their short bows 18", they are amongst the most accurate
archers in the game, and woe betide any opponent who underestimates them.

FRODO OF THE NINE FINGERS


Frodo is an interesting Hero for the Shire; he cannot Charge enemy models, and he cannot make Strikes if he
wins a fight, so what exactly are his uses? Well, Frodo is a fantastic support Hero for the Shire, as all Hobbits
within 6" of him count as being in range of a banner. For an army that cannot take banners of their own, this is a
hugely important rule and makes Frodo an essential addition to a Shire army.

LOBELIA SACKVILLE-BAGGINS
Another slightly odd profile at first glance, Lobelia is another model that cannot make Strikes in combat – an
umbrella is not much of a weapon after all! However, it is Lobelia’s Furious Tirade special rule that makes her so
good; models within 6" of her cannot benefit from the Stand Fast! of other models. This is excellent when your
opponent’s force is Broken, and you can force their Warriors to run away with no benefit from their Heroes!
FARMER TOLMAN COTTON.....................................................................................35 POINTS
(HOBBIT, INFANTRY, HERO) – HERO OF FORTITUDE

The father of Rosie, Farmer Cotton was a well-respected and proud Hobbit HEROIC ACTIONS
who had spent many years tending to his lands and producing a fine crop • Heroic Resolve
each year. When the Travellers returned to the Shire and saw what had • Heroic Challenge
become of their home, Farmer Cotton stepped up to rally the Hobbits of the
Shire to their cause, helping them fight back against the Ruffian invaders. SPECIAL RULES
It was Farmer Cotton, along with Merry, that planned the ambush of Resistant to Magic, Throw Stones (range 8", Strength 1).
the band of Ruffian bullies that came to drag the Cotton family away
to the Lockholes. “This is our Country” – Farmer Cotton is a proud Hobbit
who is fiercely loyal to the Shire; and he doesn’t take kindly to those that
Mv F S D A W C M W F seek to invade it.
4" 2/3+ 2 3 1 2 5 2 1 1
Farmer Cotton, and friendly Hobbit models within 3" of him,
WARGEAR may re-roll 1s when rolling to win a Duel roll.
Pitchfork.

Pitchfork – This is a hand-and-a-half weapon that may use the


Stab Special Strike, and may support as if it was a spear.

ROSIE COTTON...............................................................................................................15 POINTS


(HOBBIT, INFANTRY, HERO) – INDEPENDENT HERO

Before the Ruffians invaded the borders of the Shire, Rosie Cotton had SPECIAL RULES
been the barmaid at the Green Dragon pub in the heart of Hobbiton, Resistant to Magic, Throw Stones (range 8", Strength 1).
and it was here that she caught the eye of the young Samwise Gamgee.
Following Sam’s return to the Shire as a hero, Rosie was delighted to “If I were to marry anyone, it would’ve been her” –
hear of his safe return. Even with all manner of Evil things going on, Sam is so devoted to Rosie that he will do anything to protect her.
Sam made sure that Rosie was kept safe and would fight to make sure
she was not harmed. Whilst Rosie Cotton is within 6" of Samwise the Brave, Sam
increases his Attacks characteristic to 2. Additionally, if Rosie
Mv F S D A W C M W F Cotton is within 4" of Samwise the Brave, Sam may declare
4" 1/3+ 2 3 1 1 3 0 1 2 a Heroic Combat without spending Might. However, if Rosie
Cotton is Engaged in a Fight then Sam must declare a Heroic
WARGEAR Combat and, if successful, Sam must use the following move to
Rosie Cotton is unarmed. join Rosie’s combat. If this is not possible then Sam must move as
close as possible to Rosie.
WILL WHITFOOT, MAYOR OF HOBBITON.........................................................30 POINTS
(HOBBIT, INFANTRY, HERO) – HERO OF FORTITUDE

Plump and portly, Will Whitfoot was a jolly Hobbit who had held the WARGEAR
post of mayor of Hobbiton for many years prior to the arrival of the Walking cane (staff).
big-folk. Even when the Chief took charge of the Shire, Will Whitfoot
continued to go about his mayoral duties, doing his utmost to ensure that HEROIC ACTION
every Hobbit was well treated and looked after, and gaining popularity • Heroic Resolve
as he did so. But even a Hobbit as calm as Will has their limits, and it
wasn’t long before he marched upon Bag End to give the Chief a piece of SPECIAL RULES
his mind – a journey that ended with poor Mr. Whitfoot being dragged Resistant to Magic, Throw Stones (range 8", Strength 1).
away to the Lockholes.
Mayor of Hobbiton – Will Whitfoot holds the office
Mv F S D A W C M W F of mayor, and uses that influence to rally the Hobbits against the
4" 2/3+ 2 3 1 1 4 1 3 1 Chief’s Ruffians.

At the start of the Fight phase, Will Whitfoot can elect to spend a
point of Will. If he does so, friendly Hobbit models within 6" of
him count as being in range of a banner.

FOLCO BOFFIN...............................................................................................................20 POINTS


(HOBBIT, INFANTRY, HERO) – MINOR HERO

A jolly and unassuming Hobbit, Folco Boffin was a good friend of Frodo WARGEAR
Baggins before he departed on his journey to Rivendell. Folco, along Folco Boffin is unarmed.
with Merry, Pippin, Sam and Fredegar, helped Frodo prepare to leave
Bag End for his new residence in Crickhollow; however, unlike Frodo’s SPECIAL RULES
other companions, Folco stayed behind in Hobbiton in order to keep the Resistant to Magic, Throw Stones (range 8", Strength 1).
story. When Sharkey took over the Shire, Folco was beside himself, and
eventually spoke out against the Ruffians; an act that saw him earn a A Helpful Sort – Folco is a close friend of Frodo and helped
lengthy stint in the Lockholes. him move to Crickhollow before Frodo set out for Rivendell.

Mv F S D A W C M W F If Folco is within 3" of Frodo at the start of a turn, Frodo may


4" 2/3+ 2 3 1 1 3 0 3 1 spend one of Folco’s Will points to declare a Heroic Move instead
of spending one of his own Might points.

HOLFOOT BRACEGIRDLE, SHIRRIFF-LEADER.................................................30 POINTS


(HOBBIT, INFANTRY, HERO) – HERO OF FORTITUDE

Holfoot Bracegirdle has been a member of the Shirriffs for a good WARGEAR
many years, and during his time has risen to the post of Shirriff- Hand-and-a-half club.
leader. Though it is his duty to oversee peace in the Shire, Holfoot,
and most other Shirriffs for that matter, never expected to have to HEROIC ACTION
fight. The arrival of the Ruffians came as a shock to him, and he • Heroic March
was unprepared for such an invasion; and after the Chief and his
bullies took over the Shire, it was Holfoot and the Shirriffs who SPECIAL RULES
were forced to follow or be sent to the Lockholes – that is until the Resistant to Magic, Throw Stones (range 8", Strength 1).
Travellers returned.
Head Shirriff – Having been Shirriff-leader for many years,
Mv F S D A W C M W F Holfoot has become quite adept with his stave.
4" 3/3+ 3 3 1 2 4 1 1 1
Holfoot Bracegirdle, and Hobbit Shirriffs (including Robin
Smallburrow) within 3" of him, do not suffer the penalty for using
their hand-and-a-half club as a two-handed weapon.
ROBIN SMALLBURROW, HOBBIT SHIRRIFF......................................................20 POINTS
(HOBBIT, INFANTRY, HERO) – HERO OF FORTITUDE

Affectionately known as ‘Cock-Robin’ to his friends due to his easily HEROIC ACTION
influenced nature, Robin Smallburrow was one of the Shirriffs of the • Heroic March
Shire. Growing up, it had always been Robin’s ambition to join the
Shirriffs, so that he could traverse the Four Farthings of the Shire in SPECIAL RULES
search of where the best beer was brewed. Yet under the rule of the Resistant to Magic, Throw Stones (range 8", Strength 1).
Chief, Robin and the Shirriffs were forced to arrest their friends, spy
on well-to-do Hobbits, and generally enforce the newly-implemented A Nose for Shortcuts – Having been a Shirriff for seven
rules. The return of the Travellers helped Robin remember why it was years, Robin knows where all of the best beer is kept.
he became a Shirriff, and he joined them in fighting back against
their oppressors. In Scenarios where you roll for additional forces to arrive (such
as those that use the Reinforcements rule), you may modify the
Mv F S D A W C M W F Reinforcements roll for Robin Smallburrow’s warband by +1 or -1.
4" 3/3+ 2 3 1 1 4 1 1 1 In Scenarios where you roll to see which part of the board Robin’s
warband deploys in, you may modify the dice roll by +1 or -1.
WARGEAR
Hand-and-a-half club.

HAMFAST ‘GAFFER’ GAMGEE..................................................................................30 POINTS


(HOBBIT, INFANTRY, HERO) – HERO OF FORTITUDE

The father of Samwise, Hamfast Gamgee is a well-respected Hobbit SPECIAL RULES


who has lived in Hobbiton for many years, and his wise and Resistant to Magic, Throw Stones (range 8", Strength 1).
knowledgeable persona has earned him the nickname of Gaffer.
Much like his son, Hamfast is a keen gardener and has spent Leave my Flowers Alone! – Hamfast cares deeply for
countless hours tending to the flowers and trees that grow around the flowers and plants that he has tended to, and woe betide anyone
his home. When the Ruffians came to the Shire and uprooted the who tramples them.
Gaffer’s garden in Bagshot Row, Hamfast rallied together those
Hobbits who shared his passion for things that grow to take the fight At the start of the game, after both sides have deployed, Hamfast’s
to Sharkey’s Rogues. controlling player may place three 25mm Flower markers
anywhere on the board. These are the plants that Hamfast has
Mv F S D A W C M W F tended to; these are open ground, however, models may not finish
4" 2/3+ 2 3 1 2 5 1 1 1 their move on a Flower marker. Hamfast, and friendly Hobbit
Warrior models within 3" of Hamfast, may re-roll To Wound rolls
WARGEAR of a 1 when throwing a stone or making strikes against an enemy
Spade (staff). model that is within 4" of a Flower marker. During the End phase,
an enemy model may remove a Flower marker from the board
that they are in base contact with providing that they did not fight
(including supporting) in the preceding Fight phase. Hamfast may
re-roll all failed To Wound rolls against any model that removes a
Flower marker in this way for the remainder of the game.
BALDO TULPENNY.......................................................................................................40 POINTS
(HOBBIT, INFANTRY, HERO) – HERO OF FORTITUDE

There are few, if any, Hobbits that can claim to throw a stone as SPECIAL RULES
well as Baldo Tulpenny; his stone-throwing achievements at the Resistant to Magic, Throw Stones (range 8", Strength 1).
Buckleberry games are legendary in the Shire. To this day, Baldo
holds the record for the number of times a stone has been skipped – a Champion Stone Skipper – Baldo’s skill at stone throwing
total of 29! When Sharkey’s Rogues came to the Shire and burned is unmatched within the borders of the Shire.
Baldo’s village at Woody End, Baldo decided to fight back against
these bullies. Baldo journeyed to Tuckborough to aid Paladin Took’s Baldo Tulpenny may re-roll failed To Hit rolls when throwing
resistance against the Ruffians, and began setting various traps in stones. Additionally, if Baldo rolls a natural 6 when rolling To Hit,
order to ward off any of Sharkey’s rabble that would come to take do not take any In The Way tests, and do not roll To Wound. His
them to the Lockholes. target automatically suffers a single Wound.

Mv F S D A W C M W F Master of Traps – When the Ruffians started to cause


4" 3/3+ 2 3 1 2 4 1 1 2 trouble in the Shire, Baldo set about laying hidden traps that these bullies
would fall into.
WARGEAR
Dagger. At the start of the game, Baldo may place eight 25mm Trap
Markers on the board; two each of Snare Trap, Tripwire
HEROIC ACTION Trap, Pitfall Trap and Dummy Trap markers. These should
• Heroic Accuracy be placed face-down so your opponent cannot tell which
Trap is which. These Traps are placed and work exactly as
described on page 64.

LOTHO SACKVILLE-BAGGINS ................................................................................30 POINTS


(HOBBIT, INFANTRY, HERO) – HERO OF FORTITUDE

The Sackville-Bagginses have long been a family obsessed with how Considerable Wealth – Lotho has gained quite a gold pile
they are perceived, doing everything to improve their image and their from his dealings with Sharkey, and will pay off those around him to
standing; and Lotho was no different. He would do seemingly anything do as he wishes.
to improve his lot, including bargaining with the manipulative Sharkey.
Though his agreement with the fallen Wizard temporarily brought Lotho may spend his Will points to pay off models around him in
him wealth and power, it ultimately led to his demise, allegedly at the following ways:
the hands of Worm.
• When an enemy model declares a Charge against him, Lotho
Mv F S D A W C M W F may spend a Will point to pay them off. Roll a D6. On a 1-2,
4" 2/3+ 2 3 1 1 3 1 4 1 the model may Charge Lotho as normal. On a 3+, the model
stops 1" away from Lotho and may not Charge.
WARGEAR
Dagger. • Lotho can spend a Will point to pay off all friendly Ruffian
models within 3". These models will automatically pass the next
SPECIAL RULES Courage tests they have to make.
Resistant to Magic, Throw Stones (range 8", Strength 1).
• Lotho can spend a Will point to pay off all friendly Hobbit
Family Rivalry – The Sackville-Bagginses harbour deep models within 3". These models add +1 to their Fight value until
resentment and disdain for the Baggins family. the end of the turn.

Lotho Sackville-Baggins may not take part in any Heroic Action


that is declared by either Bilbo Baggins or Frodo Baggins.
Sharkey's Rogues

SHARKEY’S ROGUES

B
y the time Sharkey’s invasion of the Shire began, it and a few courageous souls offered any serious resistance. For how could
was clear how far the Wizard who once called himself Hobbit-folk hope to triumph against Men who carried clubs, knives and
Saruman the White had fallen. The former member of the bows to enforce their threats?
Istari had gathered to him bands of vagabonds and bullies
who were all too willing to join his planned suppression By the time Sharkey arrived, after the sacking of Isengard, the Shire
of the little folk, and when they arrived, they did so with existed as an occupied land, its populace terrified into subservience, and
shocking brutality. for a short time he ruled it from Bag End as ‘The Chief’. Those who spoke
out against Sharkey were consigned to the Lockholes, and the Tooklanders
The Shirelings had ever been a peaceful people, and they were wholly were kept at bay with frequent, often bloody, skirmishes. Compared to
unprepared to withstand mannish thuggery. In a short time, roving patrols the scale of the vast battles of the War of The Ring, these clashes may
of Ruffians had bullied the populace into compliance, rounding up and have seemed inconsequential, but for those involved it was a matter of
beating any who resisted. There is little doubt that these Men would have life or death... and when an army of thugs and bullies is at large, life is
been swept away by a well-organised militia, but no such thing existed precious indeed.
within the borders of the Shire, and only the Bounders, the Tooklanders

ARMY COMPOSITION
This army may include: Sharkey & Worm; Sid Briarthorn, Ruffian ARMY BONUS
Leader; Rowan Thistlewood, Ruffian Enforcer; Bill Ferny; Lotho “You do what Sharkey says!” – Sharkey’s Stand Fast!
Sackville-Baggins; Ted Sandyman and Ruffians. affects the entire battlefield. Additionally, a force (or allied
contingent) that contains models solely from the Sharkey’s
Rogues list may include warbands of 10-12 Ruffians without
the need for a Hero to lead them.

In these warbands, nominate a single Warrior model


within the warband as the captain for the purposes of
deployment, etc.
STRENGTHS WEAKNESSES
Sharkey – As the name suggests, Sharkey is the key to a Treachery – Sharkey’s treatment of Worm has been really
Sharkey’s Rogues force. Though he may have fallen from grace, poor, and should the treacherous Worm smell weakness in the
Sharkey is still a Wizard with some potent magical abilities. fallen Wizard, he will not hesitate to exact his revenge!

Cheap Warriors – What Ruffians lack in skill, they more than Low Defence – Ruffians don’t wear armour; why would they,
make up for in sheer weight of numbers. Their cheap points they only fight Hobbits! Their low Defence can mean you
cost means you can get loads of them in an army, and will will lose many in a fight; luckily you will have plenty more to
outnumber almost everyone else. take their place!

Great against Hobbits – Ruffians are not skilled fighters, but


they are great against Hobbits. Not only do they get a boost in
Fight value when fighting the Shire-folk, but they can also bind
them in chains, leaving them helpless.

KEY MODELS
SHARKEY
The obvious leader for a Sharkey’s Rogues army, Sharkey brings a lot to the force. Not only is he a very capable
Wizard, with some great powers to cast, but his Stand Fast! affects the whole battlefield – perfect to counter
your Ruffian’s low Courage values. On top of this, his Whoever Strikes Me Shall Be Accursed special rule means
that any enemy model that strikes him must take a Courage test, and if they fail then they take a Strength 4
hit themselves!

WORM
Though he may not seem like much, Worm can be a great asset to Sharkey. His When He Sneaks special rule
means that if no enemy model, other than his target, can see him then he increases his Fight value to 4 and his
Attacks to 3 – ideal for taking out enemy models trying to lurk at the back of the board and hold objectives.

RUFFIANS
Ruffians are the only troops available to this army, so it makes sense that they are rather important to its success.
Though they have some of the worst characteristics for a Warrior model in the game, the fact that you get so
many of them means that this doesn’t matter as much. You can simply outnumber your opponent and bring
them down with sheer numbers, and swarm any objectives on the board to secure victory.
SID BRIARTHORN, RUFFIAN CHIEF......................................................................45 POINTS
(MAN, RUFFIAN, INFANTRY, HERO) – HERO OF VALOUR

The leader of Sharkey’s Ruffians, Sid Briarthorn was a huge brute of a With Me Lads! – Not wanting to be on the receiving end of
man who possessed a great strength – at least in the eyes of the Hobbits Sid’s ire, the Ruffians of Bree fight all the harder when Sid is near.
of the Shire. In reality, Sid was not that much larger than the Men of
Rohan, Dunland or Gondor, but he did possess a violent streak and bore Other friendly Ruffian models treat Sid Briarthorn as a banner.
many scars that he no doubt obtained from scraps and brawls within Note that Sid does not benefit from this rule himself.
the inns of Bree. Most notably, Sid’s left eye has been injured at some
point; giving him a grisly and rather frightening look in the eyes of Put ‘em in Chains – Like the Ruffians, Sid Briarthorn
the Shire-folk. carries a pair of shackles with him just in case he needs to place an unruly
Hobbit in them.
Mv F S D A W C M W F
6" 4/4+ 4 4 2 2 4 2 1 1 Instead of making Strikes, if Sid wins a fight against a Hobbit
model, he may attempt to bind it in chains. Nominate one Hobbit
WARGEAR model from the fight and roll a D6 – if the score is higher than
Jagged knife (sword), club and whip. the target’s Strength, the model is bound. Treat it as though it had
been affected by the Paralyse Magical Power.
HEROIC ACTION
• Heroic Strength Brawler – Years of picking fights with the villagers of Bree has
made Sid an adept fighter, even with his bare hands.
SPECIAL RULES
Terror (Hobbit). Sid Briarthorn never counts as being unarmed.

ROWAN THISTLEWOOD, RUFFIAN ENFORCER...............................................45 POINTS


(MAN, RUFFIAN, INFANTRY, HERO) – HERO OF FORTITUDE

One of the many head Ruffians that enforce the Chief’s will, Rowan Put ’em in Chains – Like the Ruffians, Rowan Thistlewood
Thistlewood revelled in bullying and tormenting the Hobbits of the Shire. carries a pair of shackles with him just in case he needs to place an unruly
It was Rowan who set about burning the Hobbit-holes at Woody End, as Hobbit in them.
well as numerous other areas of the Shire. When the Travellers returned
to the Shire and began causing a stir at Tolman Cotton’s farm, Rowan Instead of making Strikes, if Rowan wins a fight against a Hobbit
Thistlewood led a band of Ruffians to quash any sign of trouble and model, he may attempt to bind it in chains. Nominate one Hobbit
dragged Farmer Cotton to the Lockholes. However, in his haste, Rowan model from the fight and roll a D6 – if the score is higher than
strode straight into an ambush that, after he refused to back down, would the target’s Strength, the model is bound. Treat it as though it had
cost him dearly. been affected by the Paralyse Magical Power.

Mv F S D A W C M W F Burn it Down! – Rowan will often set trees and buildings


6" 3/4+ 4 4 2 2 3 1 1 1 alight to spread fear throughout the Shire.

WARGEAR Once per game, if Rowan ends his move within 1" of a single
Club and knife (sword). building or a single piece of woodland terrain and is not Engaged
in a fight, he can try to set it alight. Roll a D6. On a 3+, the
SPECIAL RULES selected piece of terrain is set on fire – Might may be used to
Let ’em have It! – Rowan rather enjoys bullying Hobbits of modify this roll. Any model that is in it, or touching it, at the
the Shire, and even more so if they are well respected by their fellows. end of the Move phase must roll a D6. On a 4+, that model is
immediately Set Ablaze.
At the start of the Fight phase, Rowan Thistlewood may declare
a Heroic Combat without spending Might. If he does so, he must Designer’s Note: A degree of common sense is required when using
move into combat with an enemy Hobbit Hero model. If he Rowan Thistlewood’s Burn it Down! special rule. This is intended to be
cannot move into combat with an enemy Hobbit Hero model used to set fire to small buildings such as houses or Hobbit-holes, and not
then he cannot use this special rule. whole fortresses such as Helm’s Deep! Similarly, this should be used to set
small wooded areas on fire; if the whole board is covered in trees, Rowan
will only set a single tree alight and not the whole board!
BILL FERNY......................................................................................................................40 POINTS
(MAN, RUFFIAN, INFANTRY, HERO) – HERO OF FORTITUDE

A minor spy from Bree in the service of Saruman, Bill Ferny had dealings SPECIAL RULES
with the four Travellers as they left the Prancing Pony for Rivendell – Hatred (Hobbit).
and was given a swift kick in the behind by Bill the Pony for his trouble.
Since then, Bill Ferny’s resentment towards the Hobbits of the Shire has Put ‘em in Chains – Like the Ruffians, Bill Ferny carries
continued to grow, and so when Sharkey decided to seize control over a pair of shackles with him just in case he needs to place an unruly
the Four Farthings, Bill needed almost no persuading at all to join the Hobbit in them.
fallen Wizard’s cause, and take his revenge on the Hobbits that had
embarrassed him. Instead of making Strikes, if Bill wins a fight against a Hobbit
model, he may attempt to bind it in chains. Nominate one Hobbit
Mv F S D A W C M W F model from the fight and roll a D6 – if the score is higher than
6" 3/4+ 3 3 1 2 3 1 1 1 the target’s Strength, the model is bound. Treat it as though it had
been affected by the Paralyse Magical Power.
WARGEAR
Dagger and Whip. Sharkey’s Spy – Bill Ferny has often spied for Sharkey, giving
him information on the Hobbits’ whereabouts and other goings-on.

At the start of the game, Bill Ferny may select a single enemy
warband to spy on. In Scenarios where you roll for additional
forces to arrive (such as those that use the Reinforcements rule),
or those where you roll to see which part of the board a warband
deploys in, the chosen warband suffers a -1 penalty to the roll.

TED SANDYMAN ...........................................................................................................20 POINTS


(HOBBIT, INFANTRY, HERO) – HERO OF FORTITUDE

The miller’s son, Ted Sandyman had never been the most popular WARGEAR
Hobbit in the Shire; his unwelcoming nature meant that most folk Hammer.
gave him a wide berth. Unlike most Hobbits, who were very much
against Sharkey’s takeover of the Shire, Ted Sandyman had no qualms SPECIAL RULES
about entering into league with the Wizard and his Ruffians. With Resistant to Magic, Throw Stones (range 8", Strength 1).
the help of his new allies, Sandyman ripped down his father’s old
mill and built a new, grimmer mill filled with grinding wheels, sweat A Bad Influence – Ted wasn’t the only Hobbit to join with
and smoke in its place. Ted even managed to coax other well-meaning Sharkey, a handful of others were persuaded into following his lead.
Hobbits onto the side of the infamous Chief.
Ted Sandyman may include Hobbit Militia in his warband as if
Mv F S D A W C M W F they were from the Sharkey’s Rogues army list. Ted Sandyman
4" 2/3+ 2 3 1 1 3 1 1 1 may only include Hobbit models in his warband.
LEGENDARY LEGIONS

LEGENDARY LEGIONS

O
ver the vast history of Middle-earth, there have been countless wars, battles and skirmishes that have shaped the
future of its races and peoples, and all have been fought by heroes and warriors that have given their all for their
cause. These individuals have not always been from the same armies, kingdoms, or even races, but nonetheless they fought
and died together on the battlefield, forging their names into the great tapestry of Middle-earth’s ever-growing story.

A Legendary Legion is a new way of selecting your army for a battle. Each represents those fighting forces that were present at a
specific battle or point in time within the history of Middle-earth, either from the books or the movies, by providing a bespoke army list
with all of the relevant Heroes as well as a series of special rules to faithfully encapsulate the feel of the moment you are representing
on the tabletop.

HOW DO THEY WORK? When a Legendary Legion lists a profile that can be used in the
A Legendary Legion is a standalone army list that is separate from army list, the profile can be found either in this supplement or in
all of the others presented elsewhere. It will list all of the profiles Armies of The Lord of the Rings. Additionally, Hero models will keep
that can be used when fielding it, as well as any wargear that can the same Heroic Tier that they are presented with in their specific
be taken by the units and Heroes included. This may mean that profile, unless otherwise stated.
a profile that could normally take a certain piece of wargear may
not be able to take that piece of wargear in a Legendary Legion All Legendary Legions will have a series of special rules that will
if it does not fit the specific theme of the list. Alternatively, some help set them apart from the other army lists available. Each
profiles may come with certain wargear already built into their special rule will help to add to the character of the army and really
points cost, ensuring that the relevant wargear is always taken. add to the feel that you are playing with the force directly out of
When this is the case, the wargear will be stated in the profile’s the books or movies.
entry and its points value will have been adjusted accordingly.

A Legendary Legion will often be made up of profiles that would


normally not be in the same army list. This is intentional, as it
allows players to create a force that is thematic and fits the specific
snapshot or moment from the books or movies that the Legendary
Legion represents.
Additionally, Legendary Legions will often have a list of 3) HERO MODELS CAN LEAD WARRIOR MODELS
restrictions that players must abide by in order to use that army THEY COULD NOT NORMALLY LEAD
list. This could be anything from making sure that all models are Often, a Legendary Legion will encompass various profiles from
mounted, or having a certain Hero lead the army – anything that multiple different army lists. When building your force using
gives the army a better feel for the scene it is representing. a Legendary Legion, Hero models from the list may lead any
of the Warrior models from the same list – even if they would
As Legendary Legions are meant to represent a specific point not normally be able to do so. This allows players to fully build
in time, there are a few differences between them and the an army that mirrors the scene that the Legendary Legion is
normal army lists found in Armies of The Lord of the Rings and trying to replicate.
Armies of The Hobbit.
This supplement includes the next two Legendary Legions that
1) THEY CANNOT ALLY we are introducing to the game, with each one representing a
Legendary Legions focus on key moments from the books and force that was important in the events that took place during the
movies, and as such they will already contain all of the relevant Scouring of the Shire, leading up to the final Battle at Bywater.
profiles that can be used within the army list. Because of this, they
cannot ally with any other army lists under any circumstances. Over the next few pages, we will introduce you to these Legendary
Legions; providing you with the full list of profiles available to
2) THEY DON’T HAVE AN ARMY BONUS them, as well as all of the additional rules and special rules that
Whilst other army lists have an Army Bonus to reward players for govern how to create forces that accurately and faithfully recreate
taking a pure force, Legendary Legions go one step further. Whilst the scenes that they are derived from.
they don’t have an Army Bonus as such (mainly because they must
always be pure forces by their very nature), they will have a series
of additional special rules instead; all of which are listed on the
relevant Legendary Legion’s page.
Defenders of the Shire

DEFENDERS OF THE SHIRE

T
he Shire has ever been a quiet and peaceful land, one Now going by the name of Sharkey, the Shire had soon fallen under his
inhabited by the Hobbits who tend to only bother control, and the Hobbits that lived there were forced to work hard labour,
with their own comings and goings, and do not trouble give up the majority of their produce, and pay extortionate taxes to the
themselves with the world of the ‘big folk’ outside of their Chief residing in Bag End. For months, the Shire became a place of fear,
borders. In fact, there are few in Middle-earth who even patrolled by bands of Ruffians who would not hesitate to beat up any
know of the Hobbits’ and the Shire’s existence, and fewer who spoke out against their master and drag them to the Lockholes for
still who have ever set foot there. imprisonment. Yet the return of Frodo and his companions would bring
with it something the Shire had not had in months: hope.
Even whilst the other realms of Middle-earth were embroiled in war,
the Shire remained unaware and apart from the battles outside their As the Scouring of the Shire builds to its final conclusion, Hobbits were
borders – until the coming of ‘the Chief’ to Bag End and the Ruffians rallied together by Merry and Pippin. The small bands of rebels that had
that followed in his stead, that is. The Wizard Saruman had fallen from dared to oppose the Chief joined with the Travellers, and Merry begins
power following his defeat at the hands of the Ents, and he placed the hatching a plan to bring an end to Sharkey’s tyranny. Though the Shire
blame solely on the halflings that had convinced Treebeard to wage war on has rarely seen war, it is about to be plunged into the greatest battle
Isengard; upon whom he sought to take revenge. in its history.
ARMY COMPOSITION
FRODO OF THE NINE FINGERS .........................60 points FARMER TOLMAN COTTON..............................35 points
• Elven cloak .................................................................5 points
• Pony .......................................................................... 5 points ROSIE COTTON ..............................................15 points

SAMWISE THE BRAVE .....................................45 points WILL WHITFOOT, MAYOR OF HOBBITON ...........30 points
• Elven cloak .................................................................5 points
• Pony ...........................................................................5 points HOLFOOT BRACEGIRDLE, SHIRRIFF-LEADER .....30 points

MERIADOC, CAPTAIN OF THE SHIRE .................45 points ROBIN SMALLBURROW, HOBBIT SHIRRIFF .........20 points
• Elven cloak .................................................................5 points
• Pony ...........................................................................5 points HAMFAST ‘GAFFER’ GAMGEE ...........................30 points
• Shield .........................................................................5 points
FOLCO BOFFIN ..............................................20 points
PEREGRIN, CAPTAIN OF THE SHIRE ..................45 points
• Elven cloak .................................................................5 points BALDO TULPENNY .........................................40 points
• Pony ...........................................................................5 points
• Shield .........................................................................5 points HOBBIT MILITIA ..............................................4 points

PALADIN TOOK..............................................25 points HOBBIT ARCHERS ............................................5 points


• War horn..................................................................30 points
FARMER MAGGOT .........................................45 points
HOBBIT SHIRRIFF ............................................5 points
LOBELIA SACKVILLE-BAGGINS ........................15 points

FREDEGAR BOLGER ........................................10 points

ADDITIONAL RULES
A Defenders of the Shire force must always include Meriadoc, Hobbit Militia in Merry’s warband must be upgraded to
Captain of the Shire, and Peregrin, Captain of the Shire. Battlin’ Brandybucks.
Meriadoc must always be the army’s leader.
Hobbit Archers in Pippin’s warband must be upgraded to
Tookish Hunters.
SPECIAL RULES
“Fear! Fire! Foes!” – As Sharkey’s dominance over the Shire has Ambush! – Using their small stature and cunning minds, Hobbits
grown, the Hobbits have had to find more discrete routes between the can hide in the undergrowth before ambushing their foes.
villages and have become quite adept at finding shortcuts.
At the start of the game, before any models are deployed, you
Friendly Hobbit models gain the Woodland may select a single warband led by a Hobbit Hero that is not
Creature special rule. Frodo, Sam, Merry or Pippin. That warband is ambushing
and does not deploy on the board as normal. Instead, once
Heroes of the Shire – The events in the Shire have really allowed both players have completed their third Move phase, the
Merry and Pippin to come into their own, and they have inspired all ambushing warband must choose one of the following:
of the Hobbits around them to follow them in taking back their home.
• Move onto the board from any board edge via the rules for
Friendly Hobbit Hero models may benefit from the Stand Reinforcements.
Fast! of Merry.
or
Laying in Wait – Though not natural fighters, Hobbits are cunning
and will often lay a series of traps for their foes to fall victim to. • Deploy in, or within 1" of, a wood, building, rocky outcrop,
or other similar piece of terrain that Hobbits could hide in.
After both sides have deployed, but before the first turn of the A degree of common sense is required when deciding which
game begins, a player using a Defenders of the Shire force pieces of terrain the Hobbits can ambush from – Hobbits
may place eight 25mm Trap markers on the board: two each shouldn’t be leaping out from behind a single rock or from
of Snare Trap, Tripwire Trap, Pitfall Trap and Dummy Trap a river! It is best to decide with your opponent before the
markers following the rules given on page 64. game which pieces of terrain your Hobbits can ambush
from. Models deployed in this way may not be placed within
the Control Zones of any enemy models. Models that enter
the board in this way cannot move any further that turn,
and count as having moved half of their Move allowance for
the purposes of shooting.
Designer’s Notes: This Legendary Legion represents the Hobbits that fought against Sharkey’s regime in their attempt to free the Shire from
his tyranny. Whilst many Hobbit heroes resisted the rule of the Chief, it wasn’t until the return of the four Travellers that the fortunes of the
Hobbits began to improve. The Battle of Bywater is arguably the defining moment for both Merry and Pippin, the former slaying the leader of
the Ruffian forces himself. It is for this reason that both Merry and Pippin must be included in the force.

In the books, Merry lays out his plans to engage the Ruffian forces at Bywater and sets about organising a series of blockades and traps to aid
the Hobbits in the battle ahead. We have represented this by allowing the Hobbit player to place a selection of Trap markers that can be used to
disrupt enemy plans.
The Chief's Ruffians

THE CHIEF’S RUFFIANS

H
aving seen his armies defeated at Helm’s Deep, However, Sharkey could not assume power on his own; he would need a
the forges of Isengard flooded by the Ents, and puppet to be the figurehead of his operations, a Hobbit that could convince
ultimately his plans for dominating Middle-earth torn the others to fall in line. It was Lotho Sackville-Baggins that was seen as
to shreds Saruman had no choice but to flee the tower of the boss up in Bag End, passing laws, introducing taxes and sanctions,
Orthanc and make his way into the wilderness to the north. and allowing the Ruffians to run rough-shod over his own kind for the sake
Believing that his downfall was initiated by Merry and of making profit for the real master behind the scenes.
Pippin, the halflings that spurred the slumbering Ents into
action, Saruman plotted his revenge. Yet many Hobbits did not take kindly to the regime introduced under
Sharkey and Lotho, and many would speak out against them only to be
This began with him, now going under the guise of Sharkey, gathering dragged to the Lockholes. Soon, Sharkey took formal control of the Shire
to him bands of Ruffians and bullies, which he would use to pressure and bands of Ruffians became a common sight, terrorising the Hobbits and
the Hobbits of the Shire into selling, or just handing over to him their beating them if they did not follow the rules. When the Travellers returned,
buildings, produce and lands. Some Hobbits, such as the miller’s son Ted Sharkey would send as many Ruffians as he had to spare to halt them and
Sandyman, sold their properties willingly and shared Sharkey’s ambition bring them to Bag End, in chains should they try to resist.
to turn the Shire into a place of industry and profit.
ARMY COMPOSITION
SHARKEY & WORM .............................60 points for both TED SANDYMAN ............................................20 points

SID BRIARTHORN, RUFFIAN CHIEF ...................45 points LOTHO SACKVILLE-BAGGINS ..........................30 points

ROWAN THISTLEWOOD, RUFFIAN ENFORCER ....45 points RUFFIAN .........................................................5 points


• Bow .............................................................................1 point
BILL FERNY ...................................................40 points • Whip ...........................................................................1 point

ADDITIONAL RULES
The Chief’s Ruffians force may include warbands of between Ted Sandyman may still include Hobbit Militia in his
10-12 Ruffians without the need for a Hero to lead them. In warband even though they are not listed in the Army
these warbands, nominate a single Warrior model within Composition above.
the warband as the captain for the purposes of deployment.
These warbands may only be included if all of the other Hero
models from this Legendary Legion are already included in
the player’s army.

SPECIAL RULES
“You do what Sharkey says!” – The Ruffians will follow The Chief’s Command – Sharkey will suffer no fools under his
Sharkey’s rule unquestioningly, and his orders are swiftly relayed command and, when he is near, those that follow him will strive to
to all Ruffians. do his bidding.

Sharkey’s Stand Fast! affects the entire battlefield. Ruffian models within 6" of Sharkey may use his Courage
value instead of their own when making Courage tests.
Sharkey’s Wrath – Following his embarrassment at the
hands of Merry and Pippin, Sharkey now harbours a deep hatred Strength in Numbers – The Ruffians are much braver when the
for all halflings. battle is going their way.

Sharkey gains the Hatred (Hobbit) special rule. Whilst this force is not Broken, Ruffian models gain +1 to
their Courage value.
The Chief’s Whips – Many Ruffians carry whips, which they use
to inflict pain upon those that oppose them.

Ruffian models gain +1 To Hit when using a whip.

Designer’s Notes: This Legendary Legion represents the Ruffians This Legendary Legion differs from the already existing Sharkey’s
under Sharkey’s control, and the few Hobbits that followed him Rogues army list in that players must take the Heroes listed before
willingly for their own profit (not all Hobbits are as noble as Frodo they start to pack out their force with Ruffians. This allows players to
and Sam, after all!). Though his downfall came at the hands of the have much more variety in their force if they wish, at the cost of some
Ents, Saruman blamed it on the Hobbits who spurred them into numbers, but rewards players for doing so.
marching upon Isengard.
TRAPS

TRAPS

T
he Ruffian’s invasion of the Shire was not without resistance. At the start there were stories of Hobbits standing up
to these bullies, speaking out against the mysterious Chief and refusing to tow the line – though this often ended with
those Hobbits dragged away to the Lockholes. As the Ruffians gained more authority within the Shire, the Hobbits that
resisted their rule had to find other, more subtle ways to undermine the big-folk.

This led to the use of various traps that were placed in hidden locations that an unwary Ruffian could blunder into, often leaving them flat on their
face and subject to the mockery of the Hobbits around them. These traps also acted as deterrents to the Ruffians from entering certain areas of the Shire;
Tuckborough in particular made sure that Sharkey’s Rogues knew that there were plenty of traps laid around their lands and, in comparison to other
areas of the Shire, were largely left alone.

Though these traps are unlikely to cause any serious harm to those that fall into them, they can lead to an unwary Ruffian being strung up from a tree,
left in a hole in the ground or tripping over as they attempt to arrest one of the Shire-folk. It is of little doubt that the use of these hidden traps saved a
good number of Hobbits from joining their fellows within the confines of Sharkey’s Lockholes.

Some Scenarios or characters allow for the Hobbit player to • Traps may not be deployed within 3" of another Trap.
deploy a selection of Traps on the board to help them gain an • Traps may not be deployed within an enemy
advantage over those that seek to bring ruin to the Shire. The model’s Control Zone
special rules of either the Scenario or character will state how • Traps may not be deployed within 2" of an Objective marker in
many of each type of Trap the Hobbit player may deploy at the Scenarios where this applies.
start of the game. Traps are deployed after both sides have set up
but before the first turn begins. Friendly models treat Traps as TRIGGERING TRAPS
open ground but no model may finish their movement with their When Trap markers are deployed, they are always placed face-
base overlapping a Trap marker. down so that the opposing player cannot tell what kind of Trap
each Trap marker represents. When an enemy model moves
Traps can be deployed anywhere on the board, although they within 1" of a Trap marker, they immediately stop moving – flip
must be deployed using the following rules: the Trap marker over and resolve the effects of the Trap that is
revealed, as explained opposite. Models that reveal a Trap marker
• Traps may not be deployed within the enemy player’s cannot continue moving after revealing the Trap; they have either
deployment zone. fallen into the Trap or used the rest of their movement to avoid it.

MAKING TRAPS
Using Traps in your games requires counters of some sort. To make a Pit Trap, cover the inside of the base with a small
While you’re perfectly free to use card or paper counters amount of Green Stuff or ready mixed filler, then create a
with the description of the Trap written underneath, making slight depression in the middle. Once this is dry, add static
your own is so simple that it would be a shame not to give it a grass or flock around the edges and paint the depression with
try. Blank round 25mm bases (without a slot) are the easiest Abaddon Black paint.
to convert – simply take the base and then cover it with
flock or static grass, as you might with the bases on the rest To make a Tripwire Trap, use Green Stuff to create a path,
of your models. paint it with Rhinox Hide, drybrush it with Mournfang
Brown, and then glue a piece of string across the middle.
Start by covering the tops of the bases as normal, and then
turn the base over. A Snare Trap can then be made by
covering the inside of the base with static grass or flock and
gluing a looped piece of string across it.
TRIPWIRE TRAP
Simple but effective, a hidden length of rope pulled tight When a Tripwire Trap is revealed, the Hobbit player
across a path can cause an unwary foe to go sprawling to the rolls a D6. On a 2+, the model that revealed the Trap
ground with a thump. Though not particularly dangerous, suffers a Strength 2 hit and is placed Prone. Cavalry
those that do trip can ultimately tumble onto rocks, roots or models that reveal a Tripwire Trap are only affected
even their own weaponry. on a 4+. However, they will also count as being
Knocked Flying in addition to suffering a Strength
2 hit. Monster models are unaffected by a Tripwire
Trap, and can continue to move even after revealing
the Trap. After the effects are resolved, remove the
Trap from play.

SNARE TRAP
Often used to catch small animals, snare traps consist of a being Trapped. During the End phase of each turn,
loop of rope and a place to affix it before hiding it from view. roll a D6 for a model caught in a Snare Trap. If the
The most cunning traps are set close to the trunk of a tree, result is equal to or less than the model’s Strength
and those that fall into them will find themselves dangling characteristic then the model has freed themselves and
helpless in the air. may immediately stand up.

When a Snare Trap is revealed, the Hobbit player Cavalry models that reveal a Snare Trap are only
rolls a D6. On a 2+, the model that revealed the Trap affected on a 4+. However, they will also count as
is immediately knocked Prone and suffers a Strength being Knocked Flying in addition to suffering a
1 hit (they actually either have their legs tied up or Strength 1 hit. Monster models are unaffected by
are kept dangling in the air, but this has the same a Snare Trap, and can continue to move even after
effect). A model that is caught in a Snare Trap cannot revealing the Trap. After the effects are resolved,
move until they have freed themselves. They will not remove the Trap from play.
stand up if they win a fight and will always count as

PITFALL TRAP
Sometimes, the simplest ideas are the best. In this case, a Whilst in a Pitfall Trap, a model always counts as
few hours’ digging and some branches and leaves to cover the being Trapped. Cavalry models that reveal a Pitfall
Hobbit’s handy work can do the trick. More than one Ruffian Trap are only affected on a 4+. However, they will
has found themselves struggling within a waist-deep hole that also count as being Knocked Flying in addition to
they would swear blind wasn’t there before. falling into the hole. Monster models are unaffected
by a Pitfall Trap, and can continue to move even after
When a Pitfall Trap is revealed, the Hobbit player revealing the Trap. After the effects are resolved, leave
rolls a D6. On a 2+, the model that revealed the Trap the Pitfall Trap face-up. A model can attempt to cross
immediately falls into the hole. A model that falls into a Pitfall Trap by passing a Jump test, but if they fail,
a Pitfall Trap may attempt to get out of the hole at the they will fall into the hole. If a model is forced into
start of each of its Move phases. Roll a D6. On a 4+, base contact with the Pitfall Trap (such as when they
the model clambers out of the hole at the cost of half Back Away) then they will fall into the hole. Only one
of its Move value. model at a time can be in a Pitfall Trap.

DUMMY TRAP
Sometimes the illusion of a trap can be as effective as a trap When an Infantry model reveals a Dummy Trap,
itself. Some especially cunning Hobbits started making areas remove the Trap from play (there is no Trap there
of obviously disturbed ground, that way it would look as if after all!), though the model will still stop moving.
it was a badly hidden trap. More than once has a Ruffian Cavalry and War Beast models are unaffected by a
thought they have outsmarted the Shire-folk by avoiding their Dummy Trap, and can continue to move even after
traps, only to stray into the actual trap hidden close by. revealing the Trap.
HOW TO BUILD A HOBBIT-HOLE

HOW TO BUILD A HOBBIT-HOLE

H
obbit-holes are amongst the most iconic buildings in the entirety of Middle-earth. The Shire is filled with these
quaint and characterful little buildings that vary greatly in shape and size. It makes sense then that playing through
games from the Scouring of the Shire will require a number of these Hobbit-holes for you to use in the Scenarios; and no
Shire-themed board will ever be truly complete without some Hobbit-holes dotted about!

To that end, over the next few pages we have provided you with a handy guide on how to make your very own Hobbit-hole using the
Hobbit-hole upgrade set. This step-by-step guide will take you through each stage from making the shape of the Hobbit-hole, all the way
up to painting it and adding the extra detail that will really add character to your own personal piece of the Shire!
1. GATHER YOUR PIECES
The Hobbit-hole upgrade set has a variety of
different pieces for you to use to make your own
Hobbit-hole. There is a front piece that is reversible
so you can choose which side you want for your own
Hobbit-hole. There are also two windows and two
chimney stacks to add that extra layer of detail.

2. EXTRA MATERIALS
You will also require a number of additional
materials in order to make your Hobbit-hole. You
will require some form of styrofoam or polystyrene,
a piece of 3mm MDF board (though thick card
works just as well), some good double-sided
sticky tape, and a variety of different flocks, tufts
and static grass.

3. BASIC SHAPE
The first thing you will need to do is cut your
styrofoam into the very rough shape that you want
your Hobbit-hole to be in; using the MDF or card as
a base is a good place to start – though don’t stick it
down just yet!

Next, you will need to cut a small indent into the


foam, and stick your chosen front to it using double-
sided sticky tape. Don’t use super glue for this as it
will dissolve the styrofoam.

Hobbit-holes come in various different shapes and


sizes, so there are really no restrictions for how you
want yours to be shaped – it is entirely up to you!
4. DOUBLE-SIDED TAPE
Next, you will need to add some more double-sided
sticky tape to the top of your Hobbit-hole.
You don’t need to put it all the way to the edges
though as you will be cutting the shape of the
Hobbit-hole later on anyway.

5. ADD HEIGHT
Add more layers of styrofoam to the top of
your Hobbit-hole to give the required level of
height you are after.

How much height you want to add is entirely up to


you. Some Hobbit-holes are much smaller and may
require no extra height added at all; whilst for others
you may wish to make them bigger to let them
stand out even more.

6. CUT THE SHAPE


The next stage is to create the basic shape of your
Hobbit-hole. Carefully cut away at the styrofoam to
give the rough shape of the hill that the Hobbit-hole
has been built into. Don’t worry if it still looks a bit
rough, we will sort that out later.

You will also want to sort out the base for your
Hobbit-hole. Carefully cut your MDF or thick card
into the required shape, and then do the same for a
layer of thin foam as well – this will form the base of
your Hobbit-hole.

7. COBBLESTONES
To make the cobblestones outside the front door
of your Hobbit-hole, gently score into the foam to
create the shape of them.

For more rigid and pointed stones, a scalpel or other


sharp implement is great. However, if you want
your cobblestones to have a more rounded look then
drawing the shape of the stones out using a ballpoint
pen first works really well.
8. SAND IT, AND ADD WINDOWS AND CHIMNEYS 9. UNDERCOAT
Next, you will need to contour the Hobbit-hole using sandpaper to Your Hobbit-hole is ready for painting! Spray the whole model
give the final shape. Then add the chimneys and windows. Press with Chaos Black spray.
them gently into the foam where you want them to go to create an
indent, then stick them down using double-sided sticky tape.

10, 11 & 12. PAINT YOUR HOBBIT-HOLE


Painting your Hobbit-hole is very Begin by airbrushing these areas with
easy. Start off by spraying it with Mechanicus Standard Grey, then
Death Guard Green spray, and then with Dawnstone, and finally with
simply drybrush various different Administratum Grey. If you don’t
shades of green onto the hill. Don’t have an airbrush, then drybrushing
worry if this doesn’t look amazing at works just as well. Then wash areas
first glance, it is simply to provide a of the stonework with different
green colour underneath in case the washes to give the desired effect. The
flock we are going to put on later falls cobblestones have had areas washed
off during your games or from general with Agrax Earthshade, Nuln Oil,
wear and tear. Drakenhof Nightshade and Druchii
Violet, whilst other areas will have
The stonework on the cobblestones, as been washed with different colours.
well as the chimneys, wooden beams,
other stones and bricks and windows Finally, paint the door whichever
are all started in the same way. colour you want.
13. ADD TUFTS
After all of the paint
has dried, it is time
to add the texture to
the Hobbit-hole.

Start by placing
Middenland Tufts along
the edge of the roof as
shown, and then place
a few others across the
top of the Hobbit-hole
– not too many, but
just enough so that they
are consistently dotted
around the roof of
your Hobbit-hole.

14. FLOCK
Next, add some flock
or clump foliage to the
edges of the chimneys
and windows to
help them blend in.

15. MORE FLOCK!


Mixing some clump
foliage with PVA glue
will create a mixture
you can spread onto
your Hobbit-hole to give
a grassy effect.

16. STATIC GRASS


Next, use PVA glue to
stick static grass onto
the top of the hill,
avoiding any flock you
have already placed
on it. This will give a
varied grassy look to
your Hobbit-hole.
17. EVEN MORE FLOCK!
Add more flock in patches to the Hobbit-hole to
break up the texture of the grass.

18. EXTRA DETAILS


Pressing some small Middenland Tufts or bits of
flock into the cracks of the cobblestones will give the
impression of plants growing through the cracks.
As the cobblestones are made from styrofoam, this
is quite easy to do and will add that extra level of
detail to the model.

19. FLOWERS
To further add some interest
to your Hobbit-hole, you could
add some flowers to the outside
– after all, Hobbits do love
things that grow!

20. COLOURED FLOCK


Finally, add some coloured
flock or sponge to the model to
represent the flowers growing
in the hedgerows.
APPENDIX

APPENDIX

“Hobbits really are amazing creatures. You can learn all


there is to know about their ways in a month, and yet after
a hundred years they can still surprise you!”

- Gandalf the Grey, The Lord of the Rings: The Fellowship of the Ring
T
hough Sharkey’s invasion and subsequent takeover of the Shire were undoubtedly the darkest moments in the Shire’s
history, it was not the first time that the Hobbits of that tranquil land endured strife and hardship. In the year 2747
of the Third Age (or 1147, by Shire reckoning), the Shire was attacked by the Orcs of the nearby mountains. Led into battle
by their leader, Golfimbul, it was at Greenfields where the Orc invasion came to a halt, as the forces of the Shire who had
come to defend their homeland faced them. Leading the Hobbits was Bandobras Took ‘the Bullroarer’, the only Hobbit
tall enough to ride a horse, who would go down in Shire legend as the victor of Greenfields.

Just over 150 years later, the Shire was once more thrust into turmoil as the extreme cold of the Fell Winter saw the rivers of Eriador freeze over and the
White Wargs of Forochel forced south by hunger. They attacked the Four Farthings and harmed many, but were eventually driven off by the Grey Wizard,
who had come to be an ally of the Hobbits.

In this Appendix we present three additional Narrative Play Scenarios for you to play through, focusing on the battles the Shire fought
in the past, as well as some more iconic characters. You will be able to re-create the Bullroarer’s victory at the Battle of Greenfields,
defend the Shire against the invasion of the White Wargs, and even embark on Bilbo Baggins’ journey to Rivendell following his
eleventy-first birthday.

GOLFIMBUL, ORC CHIEFTAIN............40 POINTS


(ORC, ANGMAR, INFANTRY, HERO) – HERO OF FORTITUDE

Mv F S D A W C M W F
6" 3/4+ 4 5 2 2 4 2 2 0

WARGEAR
Armour and hand-and-a-half mace.

HEROIC ACTIONS
• Heroic Strike
• Heroic Challenge

OPTIONS
Warg.........................................................................................................10 points

SPECIAL RULES
Impressive Girth – Golfimbul has enjoyed the many perks that come with
Though he will never be considered to have been a mighty being chieftain, and his size not only denotes his status but can also help lessen the impact
Orc chieftain, Golfimbul has surely gone down in history of would-be debilitating blows.
as one of the most ambitious. With a raiding party of
Orcs and Warg Riders at his command, Golfimbul led Whenever Golfimbul suffers a Wound, roll a D6. On a 5+, the Wound is ignored
his followers to the Shire, eager to despoil it and claim it exactly as if a point of Fate had been spent. Golfimbul cannot use this special
for his own. Ultimately, Golfimbul’s ambition to become rule against Wounds caused by Magical Powers.
a renowned chieftain, and his underestimation of the
Shire-folk, would prove to be his downfall – though his Golfimbul, Orc Chieftain, may be taken as part of the Angmar army list.
defeat at the hand of the Bullroarer would give birth to
the game of golf!
Battle of Greenfields

BATTLEOF GREENFIELDS

T
he Shire has always been a place of peace and Yet even though they were unaccustomed to war, the Hobbits of the Shire
pleasantness. The Hobbits that reside there care would not yield their home unfought. Bandobras Took, a Hobbit of
little about what goes on outside of their own borders, and remarkable stature, rallied the Hobbit forces at Greenfields, and following
there are few who even know of their existence. Though the a rousing speech where the promise of victory and a good meal afterwards
Hobbits are unaware of it, their borders are guarded by the was made, Bandobras led his forces into battle; one that would go down in
Dúnedain, who keep an ever-watchful eye over it, as there Shire legend as one of the greatest battles of their short history.
are some who would seek to claim it for their own, should
they discover it.

In year 1147 of the Shire calendar, a band of Orcs from the nearby
mountains sought to claim the land of the halflings. At their head was
Golfimbul, an Orc chieftain of limited skill and martial prowess, but one
driven by ambition to improve his status. Under Golfimbul’s orders, a pack
of Orcs and Warg Riders descended on the Shire, attacking villages on the
edges of the Northfarthing as they made their way through the land.
LAYOUT Golfimbul – The Orcs have been assured an easy victory, and
The board represents the area of Greenfields and its borders. should they see their leader fall then they may begin to question if the
There should be a selection of Hobbit-holes within 18" of the battle is worth it.
western board edge. The area within 15" of the eastern board
edge should be densely packed with trees, representing the borders Should Golfimbul be slain then at the start of each Orc model’s
of the Shire. The rest of the board should be fairly open, with the Move phase, it must take a Courage test. If the test is failed, the
odd bush or hedge. model has fled – remove the model as a casualty.

STARTING POSITIONS Surprise Volley – The Rangers have managed to sneak up on


The Good player deploys the Hobbits within 12" of the western Golfimbul’s pack, silently ambushing them before the battle has begun.
board edge. The Evil player then deploys Golfimbul and eight
Warg Riders between 12" and 24" of the eastern board edge. The Before the game begins, but after all models have been deployed,
rest of the Warg Riders are deployed within 3" of the eastern each of the Rangers may make a free shot, resolved by the normal
board edge. The Good player then deploys the Rangers of the shooting rules. This free shot may not target Golfimbul.
North anywhere within 12" of the eastern board edge, but not
within 6" of any Evil model. We Shall Not Be Seen – The Rangers are dedicated to protecting the
Shire, though they do not wish the Hobbits to know of their guardianship.
OBJECTIVES
In order to claim victory, both sides must cause enough casualties The Rangers may not willingly move beyond the tree-line. Should
to force the other to surrender. The game lasts until the end of they find themselves beyond this point, they must move back as
a turn in which one side has been reduced to 25% of its starting quickly as possible.
numbers. The Good side wins if the Evil player has been reduced
to 25% of its starting number. The Evil side wins if the Good side
has been reduced to 25% of its starting numbers. If both sides have PARTICIPANTS
been reduced to 25% of their starting numbers in the same turn, Good: Bandobras Took; 3 Rangers of the North;
the game is a draw. 8 Hobbit Militia; 4 Hobbit Archers; 4 Hobbit Shirriffs.

SPECIAL RULES Evil: Golfimbul, Orc Chieftain, on Warg; 4 Warg Riders


The Bullroarer – Bandobras Took is the leader of the Hobbit forces, with shield; 4 Warg Riders with shield & throwing spears; 4
and without him they will begin to falter. Warg Riders with Orc bow.

Should Bandobras Took be slain then at the start of each Hobbit


model’s Move phase, it must take a Courage test. If the test is
failed, the model has fled – remove the model as a casualty.
The Wolves of Winter

THE WOLVES OF WINTER

I
n the year 2911 of the Third Age, a great cold descended The White Wargs savaged the Rangers of the North that patrolled the
upon the lands of Eriador, covering them in deep snow edges of the Shire and began to wreak havoc upon its villages and towns.
and freezing the rivers of the Shire solid. In this time of Though the Bounders did what they could, they were too weak to stave off
extended winter, the stores of food ran short and the biting the beasts that ran rampant throughout the Four Farthings. In these dark
winds chilled even the most insulated Hobbit to the bone. times, the Grey Pilgrim came to the aid of the Shire-folk once again, just as
This period, known as the Fell Winter, saw many perish he had done in the Long Winter many years before.
due to starvation or extreme cold, and the Shire became a
vulnerable place.

It wasn’t just the Shire that faced these harsh climates; the same was true
across most of the northern lands of Middle-earth. In this time, the White
Wargs that resided in Forochel were forced south by hunger and the extreme
temperatures. When they reached the Shire, they were able to cross the
frozen Baranduin (or Brandywine as the Shire-folk would have it) and
enter that land in search of food.
SPECIAL RULES
Dead of Night – It is a moonless night, and the only light is that
of the bonfires.

Models cannot see further than 6" in this Scenario; this means
that they cannot Shoot, Charge, or target models with Magical
Powers unless they are within 6". However, models within 6" of a
bonfire can be seen clearly from any distance.

The Warg Pack – Huge numbers of Wargs have been driven south by
hunger, and more will continue to stalk the Hobbits so long as their pack
leader is alive.

Warg models must always move as fast as they can towards


enemy models, Charging if possible, in which case they can
move how they wish, so long as they Charge. At the start of each
Evil Move phase in which the Wild Warg Chieftain is alive, the
Evil player may move up to two Wild Wargs slain earlier in the
battle onto the board from any board edge via the results for
Reinforcements. Whilst the Wild Warg Chieftain is alive, Warg
models automatically pass Courage tests.
LAYOUT
The board represents the Shire in the dead of winter. There Surprise Attack – The Wargs have attacked without warning, and
should be four Hobbit-holes on the board, as well as a few trees, have caught the Hobbits unawares.
hedges and bushes. In the centre of the board should be four
large bonfires, each on a 40mm base. The Hobbit-holes should be The Evil player has Priority in the first turn.
arranged around the bonfires, but no Hobbit-hole may be within
6" of the bonfires.
PARTICIPANTS
STARTING POSITIONS Good: Gandalf the Grey; 8 Hobbit Militia; 4 Hobbit
The Good player deploys the Hobbits so that there are four Archers; 4 Hobbit Shirriffs. Note that Gandalf does not have
Hobbits within 3" of each bonfire. They then deploy Gandalf Glamdring in this Scenario, instead he has a normal hand-
within 3" of any of the bonfires. The Evil player then deploys one and-a-half sword.
Warg touching the centre of each board edge, and then another
Warg within 6" of each Warg so that there are two Wargs within Evil: Wild Warg Chieftain; 8 Wild Wargs.
6" of each edge of the board. The Wild Warg Chieftain can be
placed within 6" of any board edge.

OBJECTIVES
The Hobbits are in a dire situation; they must either kill all of the
Wargs or they will all perish. The game lasts until one force has
been wiped out, at which point the other side is the winner.
The Road to Rivendell

THE ROAD TO RIVENDELL

H
aving made the decision to leave the Shire and In the years since Bilbo left for Erebor, Sauron’s shadow has grown far
journey to Rivendell to finish his book, Bilbo longer than what it was, and his servants patrol across the lands of
Baggins used the One Ring to disappear in front of the Middle-earth in search of the One Ring. Many evil and foul creatures
very eyes of the guests at his eleventy-first birthday party – now stalk the lands between the Shire and Rivendell, although Bilbo is
much to many a Hobbit’s surprise (although some already unaware of them – in fact, he thinks the journey quite safe. Fortunately,
thought him rather eccentric). Following his little trick, it is not just evil that patrols these lands, and the Rangers and Elves that
Bilbo gathered his things and left everything else, including wander the northern paths keep a watchful eye over the Shire; and of
the Ring, after some convincing from Gandalf, to his course will do whatever they can to protect the old Hobbit from harm.
nephew Frodo, before setting out on one more adventure.

With a deep breath, and a quiet rendition of ‘The Road goes ever on’,
Bilbo sets out for Rivendell, the Last Homely House east of the sea
and west of the mountains. Bilbo’s appraisal of the journey ahead may
have been a touch optimistic, and the once-easier passages to the Elven
haven seem longer and more difficult than they did some 60-odd years
prior, but Bilbo simply put this down to age. Though he is still hale of
body and hearty of spirit, there are more perils on the roads ahead than
Bilbo is aware of.
SPECIAL RULES
Wanderers in the Wild – The Rangers are ever on patrol along the
borders of the Shire, and will protect the old Hobbit if they can.

From the second turn onwards, at the end of each Good Move
phase the Good player rolls a D6. On a 2+, one of the Rangers
of the North may enter the board. Once all of the Rangers have
entered play, the next model to arrive is Aragorn. To determine
where the model enters play, roll a further D6. On a 1-2, the
model enters play from any point on the northern board edge.
On a 3-4, the model enters play from the southern board edge.
On a 5, the model enters play from the eastern board edge.
On a 6, the model enters play from the western board edge.
Models enter the board via the rules for Reinforcements.

Paroling Wargs – The servants of the Dark Lord have begun to venture
further west, including into the lands near the Shire.

From the second turn onwards, at the end of each Evil Move
phase the Evil player rolls a D6. On a 2+, one of the Warg
Riders may enter the board in the same way as the Rangers as
LAYOUT described above.
The board represents the wilderness between the Shire and
Rivendell. It should be covered with plenty of trees, hedges,
bushes and other suitable vegetation. There should also be a few PARTICIPANTS
hills on the board. Good: Bilbo Baggins with Mithril Coat and Sting; Aragorn
– Strider with bow; 3 Rangers of the North;
STARTING POSITIONS 3 Wood Elf Warriors; 3 Wood Elf Warrior with Wood Elf
The Good player deploys Bilbo within 12" of the centre of the spear; 3 Wood Elf Warriors with Elf bow.
western board edge. They then deploy the Elves anywhere on
the board but not within 12" of Bilbo. The Evil player then Evil: 4 Warg Riders with shield; 4 Warg Riders with shield &
deploys the Orcs anywhere on the board, but not within 12" of throwing spears; 4 Warg Riders with Orc bow;
Bilbo or 6" of an Elf. The remaining models are kept aside for 4 Orc Warriors with shield; 4 Orc Warriors with spear;
later in the game. 2 Orc Warriors with two-handed weapon;
2 Orc Warriors with Orc bow.
OBJECTIVES
Bilbo must reach the safety of Rivendell before the Orcs can
catch up with him. The Good player wins if Bilbo can move off
of the board via the eastern board edge. The Evil player wins if
Bilbo is slain.

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